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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • von*ferret
    • October 29, 2005 at 3:50 AM
    • #501

    http://www.mapcore.net/forums/viewtopic.php?t=2339

  • teeluu
    • October 29, 2005 at 11:34 AM
    • #502

    I did some kinda normal map 30mins ago, wont post it because i want to try it ingame first in case it sucks a lot since at this morning i had no idea how to make normal maps and barely knew what was the purpose of it.

    So now i should learn how use the texture and normal map in game.. oh boy. Too much stuff to learn

  • ReNo
    • October 29, 2005 at 1:21 PM
    • #503

    There is a basic normal mapping tutorial for source engine games in particular just up at the snarkpit. Not sure if it will be any more useful to you, but might as well point it out...

    http://www.snarkpit.net/editing.php?pag ... HL2&id=186

  • csharp
    • October 29, 2005 at 3:40 PM
    • #504

    Great work swifty! its very aztec like

  • von*ferret
    • October 29, 2005 at 4:15 PM
    • #505

    however when you do it that way its not 100% correct. I"d prefer modeling the crannies just to get the effect I want.

  • curman
    • October 31, 2005 at 4:57 PM
    • #506

    [Blocked Image: http://www.boomspeed.com/ozimander/fung.jpg]

    yeah watermarked, fags. textures i make for skjalg my bestest friend

  • Grinwhrl
    • November 3, 2005 at 3:09 AM
    • #507

    Thats really good Curman. BUt i can take pictures of the ground too

  • curman
    • November 3, 2005 at 4:18 AM
    • #508

    uhh... yeah thats all i did. kkk.

  • kleinluka
    • November 3, 2005 at 4:28 AM
    • #509
    Quote from Dark

    Thats really good Curman. BUt i can take pictures of the ground too

    useless comment.

    curman: nice, i like the colors and crispness. maybe try making a grass that has dirt patches too or a transition from grass to gravel. cool stuff

  • curman
    • November 3, 2005 at 5:50 AM
    • #510

    (hes a noob klein)

    but thanks i'll work on that also. I tried a cliff texture at 1024x1024 today.. but overall i found it too be a bit blurry and tiling easily noticable patterns, so I tried a 512x512. I think perhaps a bit too much noise.. but.. rocks/cliffs have that feature.

    [Blocked Image: http://files.upl.silentwhisper.net/upload1/Cliffsideone.jpg]

  • ⌐■_■
    • November 3, 2005 at 12:14 PM
    • #511

    Dude, the grasstexture looks totally awesome!

  • Zacker
    • November 3, 2005 at 4:53 PM
    • #512

    Yeah curman it got too much noise and could maybe also use some more depth. Besides that it is nice.

  • curman
    • November 3, 2005 at 8:24 PM
    • #513

    I thought a good normal map would cover the feel of depth? :\

  • kleinluka
    • November 3, 2005 at 9:14 PM
    • #514

    post your normal then.

  • curman
    • November 3, 2005 at 9:24 PM
    • #515

    uh.. well.. uh.. gotta.. do homework. yeah.

  • Grinwhrl
    • November 3, 2005 at 11:41 PM
    • #516

    Its not a useless comment.

    Im getting him going like he does to me.

  • D3ads
    • November 4, 2005 at 12:40 PM
    • #517

    Howdo you make normal maps anyway? All the skins in Doom 3 engine games have their own multicoloured skin that maps over the main one, how do you do that? and what's a specular? All this modern day engine lingo confuses me

  • Zacker
    • November 4, 2005 at 4:54 PM
    • #518

    Curman yes a normal would do something of it.

    D3ads: There are some threads about it around here. Here is the ultra short version:

    Normal maps can be made in PS with plugins and they can also be generated from a model.

    Specular maps are for the shine, think blank metal and wet/waxed floors.

  • h2
    • November 8, 2005 at 8:36 PM
    • #519

    [Blocked Image: http://www.hot.ee/ejuhkov6/h2_grass01.jpg]

  • von*ferret
    • November 8, 2005 at 8:56 PM
    • #520

    maybe add more color too it subtly? Make a softlight layer and add soft tones to it to simply get variations?

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