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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Defrag
    • December 29, 2005 at 7:29 AM
    • #621

    I got half an Intuos3 for christmas, so I've been fiddling around with it.

    Started trying to make a wood texture for a stock (I just blocked in the shape, it's not from a model, just for a bit of quick practice) and this is as far as I've got. I don't know how to sort out the yellowish highlight (which I don't like) or build upon the texture. I want to make it look a bit more grainy and make some decent scratches / grooves. Anyone got any ideas / suggestions?

    [Blocked Image: http://img483.imageshack.us/img483/8155/wood4jo.jpg]

  • Quakis
    • December 29, 2005 at 11:06 PM
    • #622

    Tried with the wallpaper texture again. Many problems with it still. Like the wierd lighting on the wallpaper and the wood looks too plasticy. Im terrible with using the brushes etc to work into it.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaper01.jpg]

  • General Vivi
    • December 30, 2005 at 1:24 AM
    • #623

    i shall update my textures soon .

  • misterbister
    • January 3, 2006 at 4:40 PM
    • #624

    Heres my very first attempt to make a texture.

    Its a sci-fi crate texture for my dm_cloudcity map. It would look OK about 7 years ago... but hey, you have to start somewhere, right?

    hopefully ill improve =).

    [Blocked Image: http://www.home.no/misterbister/Bilder/textures/box2.jpg]

  • rockdude86
    • January 3, 2006 at 6:18 PM
    • #625

    doesnt look 2 bad if you ask me... would work a little more on the edges etc... some are nice and worn out.. while others are just straigt lines

  • Defrag
    • January 3, 2006 at 9:44 PM
    • #626

    It looks a little ambiguous -- like a cross between metal and concrete.

  • misterbister
    • January 3, 2006 at 11:10 PM
    • #627
    Quote from Defrag

    It looks a little ambiguous -- like a cross between metal and concrete.

    Well... I tried to make it look like metal but i dont know how to do that properly..

  • spacer
    • January 4, 2006 at 9:32 AM
    • #628

    [Blocked Image: http://another-world.org.uk/spacer/mapsdump/metalpanels.jpg]

    Just a random strogg metal panel. Been trying to work out how to make Q4/D3-y textures. Any tips in terms of what should/shouldn't be on any of those maps?

  • spacer
    • January 4, 2006 at 6:12 PM
    • #629

    It's like.. indented into the panel then painted, if that helps.

  • General Vivi
    • January 4, 2006 at 6:13 PM
    • #630

    haah i remember that logo someone made a wallpaper with it a while back and i used it for like 3 months

  • PhilipK
    • January 4, 2006 at 6:20 PM
    • #631

    Nice one spacer. Looks like it would work fine ingame. Perhaps add some highlighted edges on the logo "embedment" then as well.

  • spacer
    • January 5, 2006 at 9:11 PM
    • #632

    [Blocked Image: http://another-world.org.uk/spacer/mapsdump/metaldoor.jpg]

    How about this one? I think it was supposed to be a door, but I sorta got lost along the way while making it. Looks pretty cool though, I think..

  • spacer
    • January 5, 2006 at 11:39 PM
    • #633

    When I get Q4 I can ;D.

  • KoKo5oVaR
    • January 6, 2006 at 12:53 AM
    • #634

    how do you do those specmaps spacer ? photoshop only ?

  • spacer
    • January 6, 2006 at 10:33 AM
    • #635

    Yeah, I used this http://www.iddevnet.com/quake4/ArtRefer ... ecularMaps . I need some sort of modeling program if I wanna make more complicated stuff though, I think.

  • misterbister
    • January 6, 2006 at 1:42 PM
    • #636

    real cool stuff, I would love to know how you do such textures, from the beginning to the end...

  • KungFuSquirrel
    • January 6, 2006 at 1:48 PM
    • #637
    Quote from Pericolos0

    the logo.It looks painted on the diffuse map so i wonder why it also needs a height difference on the normal map? Should be just flat there imo

    One of our texture artists actually got great results out of this on some of the newer textures in the game. Rather than just flat splotches of color, she added slight height boost (paint can/does have thickness) and specular adjustments that really added a lot to the overall appearance.

  • Nysuatro
    • January 8, 2006 at 12:44 AM
    • #638

    I have been practacing

    [Blocked Image: http://img426.imageshack.us/img426/668/texturefloorgarden025at.jpg]

    [Blocked Image: http://img270.imageshack.us/img270/5039/texturewoodenfoor024nl.jpg]

    Pleas give me some critics so i can perfectionise myself.

    Already thank you

  • DaanO
    • January 8, 2006 at 1:36 AM
    • #639

    Looks as if you didn't fix that dark black line in the tile texture yet, it tiles very strange. Besides that you already know what i think of it eh

  • kleinluka
    • January 8, 2006 at 2:30 AM
    • #640

    the concrete floor is nice... i dont like the wood because of the thick black shadows and the sharpness/grainyness. Never use pure black in textures like you did there, it makes your texture look very flat in game.

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