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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • ReNo
    • February 18, 2006 at 4:40 AM
    • #801

    Yeah it's an awesome design Peri. Is the fade from bright to dark as you go from top to bottom meant to be baked in lighting, or discolouring of the actual surface? Would be neat to have this as a bottom layer version for floor height, then more consistantly brightness version for vertical stacking should the situation call for it. Totally agree with Philip that this is begging for a normal map

  • D3ads
    • February 18, 2006 at 3:58 PM
    • #802

    Peris I love it, it totally rocks! Do you think you could possibly do a step-by-step to help us people who aren't all clued up about making sci-fi metal stuff? Would really help me out a lot

  • Stefan
    • February 19, 2006 at 1:45 AM
    • #803

    I just completed these two textures. I was initially making a tarmac base texture, but decided to continue from there and make a road variation. Comments are highly appreciated. 1024x1024, so I'll just link them.

    http://www.gwfilms.com/stefan/Tarmac001a.jpg

    http://www.gwfilms.com/stefan/Tarmac001Road.jpg

  • curman
    • February 19, 2006 at 1:47 AM
    • #804

    Looks so good!

    Do you work for Off-Limits mod by chance? ;o

  • Stefan
    • February 19, 2006 at 1:48 AM
    • #805

    No, but I've been asked that a million times.

  • insta
    • February 19, 2006 at 2:13 AM
    • #806

    Looks great, Stefan.

  • Stefan
    • February 19, 2006 at 4:49 AM
    • #807

    I seriously need some crits on this. Personally, I think it looks awful...

    [Blocked Image: http://img117.imageshack.us/img117/8903/cliffwip2ai.th.jpg]

  • rockdude86
    • February 19, 2006 at 1:12 PM
    • #808

    Stefan, looks like it is rezised from a really big picture and ended up way too sharp try it out ingame might look good tho

  • PhilipK
    • February 20, 2006 at 1:01 AM
    • #809

    Been a while since I posted something here.. here's a wall anyway. no spec.. yet

    (Sorry for large filesizes)

    [Blocked Image: http://philipk.net/other/wall1.jpg]

    [Blocked Image: http://philipk.net/other/wall1normal.jpg]

    [Blocked Image: http://philipk.net/other/wall1_polybump.jpg]

  • Bic-B@ll
    • February 20, 2006 at 1:28 AM
    • #810

    fesking win

  • insta
    • February 20, 2006 at 1:55 AM
    • #811

    Reminds me of the first screenshots released of the Unreal Engine 3. Great work

  • hamst3r
    • February 20, 2006 at 2:13 AM
    • #812

    Jesus H. Christ.....how the hell am I suposed to follow that, lol.

    Anyway I don't really come around the texture forum, mainly beacause I don't know shit about texturing, but I'm trying to learn. My first real attempt at a texture...Was trying for somthing Japanese. It was mainly a learning experience

    [Blocked Image: http://img113.imageshack.us/img113/7821/miscdojo4ra5dv.jpg]

    [Blocked Image: http://img203.imageshack.us/img203/8219/miscdojo4ara4fs.jpg]

    Kinda struggled getting the top to look like the bottem. Oh and its low res beacause I literally had no idea what I was doing...

  • hessi
    • February 20, 2006 at 10:21 AM
    • #813

    some criticism:

    -woodenplanks are too straight. make them irregular. i showed vivi some time ago.

    -the material is too blurry. go get some highres images

    -the material is just an overlay. you should make it match flow of the wood planks. (the upper stronger wood is horizontal. the material is vertically aligned. change it!) your edges should be clearly defined too(add 45° borders).

    -the shadows are pretty hard. make them more soften

    Quote from hessi

    generalvivii think your wood is too "linear"

    look at this:

    [Blocked Image: http://thomashess.net/wood.jpg]

    the left is yours the right is as i should be. this linearity is too unnatural. organic stuff is always unregular. repetitions are rare. try to get off this single polygonselection stuff. when i see it, its like "zup zup copy past zup zup layer effect DONE"

    more love please

  • D3ads
    • February 20, 2006 at 6:11 PM
    • #814

    PhillipK owns me.

  • teeluu
    • February 20, 2006 at 10:51 PM
    • #815

    Huh, nice philip.

  • Meotwister
    • February 21, 2006 at 5:11 AM
    • #816

    good job phillipK.

    one thing I saw, the bottom of the pillars is wider than the top part of the pillars, an easily fixed problem.

  • Bic-B@ll
    • February 21, 2006 at 6:05 AM
    • #817

    it's supposed to be like that

    (i just noticed that on the right side of the window frames, in the middle, the frame is a little distorted

  • spine
    • February 24, 2006 at 12:02 AM
    • #818

    Long time no post...

    Some nice stuff in this thread.

    I had an urge to do something different than the usual stuff I do

    so this is what I came up with.

    A space ship door I think.

    Wanted to combine old mechanical look with something high tech.

    [Blocked Image: http://www.spineroyal.com/projects/arcrux_door1.jpg]

    [Blocked Image: http://www.spineroyal.com/projects/arcrux_door2.jpg]

    [Blocked Image: http://www.spineroyal.com/projects/arcrux_door3.jpg]

  • jaboo224
    • February 24, 2006 at 6:42 AM
    • #819

    that is very sexy spine!

  • m4d1n
    • February 24, 2006 at 11:35 AM
    • #820

    looks n1 dude

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