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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • von*ferret
    • January 28, 2006 at 12:33 AM
    • #721

    sky looks nice, a little plain but nice regardless

  • nooba
    • January 28, 2006 at 1:42 AM
    • #722

    nice stuff everyone

    thanks for the step-by-step h2

  • General Vivi
    • January 28, 2006 at 2:18 AM
    • #723

    the specular map was an alpha channal for the normal map.....

  • curman
    • January 28, 2006 at 2:33 AM
    • #724

    just fiddling about

    [Blocked Image: http://media.shooshshare.com/ef99b30b/b5d073fd09.jpg]

  • nooba
    • January 28, 2006 at 3:53 AM
    • #725

    just did a quick test

    [Blocked Image: http://img86.imageshack.us/img86/1836/latest3od.jpg]

  • von*ferret
    • January 28, 2006 at 5:03 AM
    • #726

    little noisy and I feel like I see artificacts, but that might be compression. Nice, but you can do better for those sexy models'youre making.

  • kleinluka
    • January 28, 2006 at 6:51 AM
    • #727
    Quote from generalvivi

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/nmrih_office_elevator_normal.jpg]

    why is there white in your normal map?

  • General Vivi
    • January 28, 2006 at 7:34 AM
    • #728
    Quote from curman

    just fiddling about[Blocked Image: http://media.shooshshare.com/ef99b30b/b5d073fd09.jpg]

    the bottom part looks really akward with the different looking stones. other than that i like it

  • curman
    • January 28, 2006 at 7:38 AM
    • #729

    I accidently cropped the aged-marble layer there, so i gotta redo it

    But thanks.

  • Bic-B@ll
    • January 28, 2006 at 8:07 AM
    • #730

    that looks super awesome curman, but yeah, the bottom part has a poor transition

  • curman
    • January 28, 2006 at 8:13 PM
    • #731

    edited: updated a little repost~

    [Blocked Image: http://media.shooshshare.com/ef99b30b/5539b119a9.jpg]

  • h2
    • January 28, 2006 at 9:20 PM
    • #732

    Very nice curman, perhaps the moss is a little bit oversaturated.

  • curman
    • January 28, 2006 at 9:30 PM
    • #733

    I actually just desaturated it after I posted it and looked at it for awhile.

    It doesn't tile that greatly I'm gonna try to cover the tile line up more.

  • PhilipK
    • January 28, 2006 at 9:58 PM
    • #734

    I think the moss is very nicely saturated actually.

    I'd say keep it like that. Dare to use colours! =)

    Also nice arch tho those faces seems like they could use some work a they now look flat and there's just a concrete photo overlay on them (as I suppose is the case) so just actually painting somewhat on those faces and try to alter the overlay a bit there would lift that up quite a bit and make the faces more like they are actually 3d.

  • rayzone
    • January 28, 2006 at 10:57 PM
    • #735

    [Blocked Image: http://home.no/rayzone/asdf/wall02_setb.jpg]

    Hail to the power of touchpad (I broke my mouse)...

  • kleinluka
    • January 29, 2006 at 12:17 AM
    • #736

    curman i really like it, the moss rules... but the stones are huge

  • curman
    • January 29, 2006 at 12:21 AM
    • #737
    Quote from kleinluka

    curman i really like it, the moss rules... but the stones are huge

    I just wanted a larger brick wall. It's more fitting to a design of a mod.

  • teeluu
    • January 29, 2006 at 12:56 AM
    • #738

    Just a quickie, took about 20-30 minutes. Original is 1024x1024px. It got little blurred during .jpg conversion, sharpen would've made it too grainy.

    [Blocked Image: http://swifty.hl2central.net/tekstuurit/asphalt_1.jpg]

  • kleinluka
    • January 29, 2006 at 1:30 AM
    • #739
    Quote from curman

    I just wanted a larger brick wall. It's more fitting to a design of a mod.

    I don't see the connction between bricksize and design of a mod

  • curman
    • January 29, 2006 at 1:42 AM
    • #740
    Quote from kleinluka

    I just wanted a larger brick wall. It's more fitting to a design of a mod.

    I don't see the connction between bricksize and design of a mod

    Uh. I meant it like. ...Dude piss off. Nah, just kidding. Just, the architecture of the buildings required a bigger size bricks/stone walls like these. That's all.

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