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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • hessi
    • November 22, 2005 at 9:53 PM
    • #541

    well, it's not photorealistic but it is quite a good start. try to use photomaterials to get a better look. those scratches in the upper part look a bit too cubic. a photo would be really usefull there.

    so keep on it

    btw: "servus"

  • kleinluka
    • November 22, 2005 at 10:17 PM
    • #542

    It just looks like a pattern to me right now. A nice one at that but it doesn't have anything that defines it as a certain material (wallpaper in this case)...try giving a more texturey look and defining the material better that it's made of.

  • CK-Atlantic
    • November 22, 2005 at 10:22 PM
    • #543

    PhilipK: thx, we will see if it fits when I get my level to a betastadium. I fixed the contrast of the lines.

    hessi: "Servus nach Köln" Yeah the problem is that I wanted to have that style of wallpaper, so I didn't find any photo representing this. Therefore I decide to make it from base on the computer. I'll try to find some photosources to make those scratches more realistic, but I don't know if I can handle this.

    So any tips for making the texture more realistic are welcomed.

  • D3ads
    • November 23, 2005 at 12:28 PM
    • #544
    Quote from Skjalg

    Wouldn't the normal map just overshadow that anyway?

    It would look weird, i think...

    I noticed some of the base skins and textures in Quake 4 are fully painted and have the same details in the specular and normal, looks fine in-game...

  • nooba
    • November 30, 2005 at 9:57 AM
    • #545

    [Blocked Image: http://www.burford.id.au/simon/random/tex2afull.jpg]

    [Blocked Image: http://www.burford.id.au/simon/random/tex2bfull.jpg]

  • teeluu
    • November 30, 2005 at 10:05 AM
    • #546

    nooba: Looks a little too bright for my eyes, maybe adjust contrast little bit. Also it feels grainy, but maybe it's just me, i'm not that good with texturing.

  • marque_pierre
    • November 30, 2005 at 10:46 AM
    • #547

    About the wallpaper. I like it. It really has potential. But as for wear and tear, I think you need to apply that to the wallpaper itself. Right now it has nothing of the desaturation of being exposed to the sun or general light, nor the yellowing of paper materials that comes with age. Which is out of balance with the general wear that is suggested by the holes in it.

  • mike-0
    • December 5, 2005 at 8:30 PM
    • #548

    yea, i did a bit of research but couldnt really find a solid answer, what exactly do specular maps do and how do they work?

  • marque_pierre
    • December 5, 2005 at 8:36 PM
    • #549

    Specular maps control where specular highlights occur on your materials. So a completely black specular map would give a material that never ever shines. Completely matte. White gives of course a very shiny material.

    There are many great uses for them. Imagine a scratched body of a car. Where the scratches are the material underneath will be revealed, which most likely has a completely different ability to shine than the car paint. And so on... Bump and spec are my favourite maps. If you carefully paint them first, you can get away with a lot of errors on your colour map.

  • mike-0
    • December 5, 2005 at 9:23 PM
    • #550

    so only the white regions on the texture reflect? does source support these?

  • marque_pierre
    • December 6, 2005 at 12:22 AM
    • #551

    Well, it is a gradual thing. You know grey reflects a little bit, white the most. Just like a bump map. I don't know if Source supports it, but I remember seeing things in HL2 which could (to my limited knowledge) only be attributed to something like specular maps. Mind you, these babies have been around since bump maps became a part of DirectX, so... I mean, they are in World of Warcraft for example. Hardly high tech/spec stuff...

  • D3ads
    • December 6, 2005 at 12:33 AM
    • #552

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/d3_dr01.jpg]

    It all ties in it like that, you can see how the specular defines the metallic shiney parts of the texture whereas the normalmap is responsible for the 3D-effect. If you turn off the specular maps, things look a heck of a lot different...

  • von*ferret
    • December 6, 2005 at 1:16 AM
    • #553

    why are the edges so shiny? I can imagine having a soft increase so that it has that more subtle shiniess, but soo much highlighting seems too much. Id have to see it ingame rendered out.

  • D3ads
    • December 6, 2005 at 1:24 AM
    • #554

    Here ferret:

    [Blocked Image: http://www.visualwalkthroughs.com/doom3/deltalabs5/doom3-2004-11-09-00-32-04-5.jpg]

    Doom 3 engine relies a lot on the lighting to actually give it that final boost.

  • Crackerjack
    • December 6, 2005 at 2:24 AM
    • #555

    Some stuff that i have for an upcomming map. Each have a bump and spec map.

    [Blocked Image: http://cjmaps.hlgaming.com/fskn/cjack_subwaytile1.jpg]

    [Blocked Image: http://cjmaps.hlgaming.com/fskn/cjack_subwaytile2.jpg]

    [Blocked Image: http://cjmaps.hlgaming.com/fskn/cjack_subwayceiling.jpg]

  • insta
    • December 6, 2005 at 2:36 AM
    • #556

    Crackerjack maps?

  • marque_pierre
    • December 6, 2005 at 3:20 AM
    • #557

    Guys... I am a little confused here. Bump maps versus normal maps.

    I have been using bump maps since for ever, and I love them. Normal maps is a different beast. New kid on the block, can do more and some of the same stuff as your old fashioned bump map.

    A lot of the talk I hear, is that normal maps have completely replaced bump maps in games engines. And you even have Photoshop plugins from nVidia that will convert a traditional black/white bump map to a normal map at the click of a mouse.

    Is it over for bump maps?

  • D3ads
    • December 6, 2005 at 3:23 AM
    • #558

    I thought bump and normalmaps were the same thing...

  • von*ferret
    • December 6, 2005 at 3:40 AM
    • #559

    normals are numerous more interesting and advanced with slight performance hits I think. Eitherway I wouldn't bump something unless it could really use it, but did not deserve a normal. How often does that happen?

  • mike-0
    • December 6, 2005 at 4:00 AM
    • #560

    i thought normal maps were compiled shadows rather than bumps being dynamic "rendering".

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