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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Squirrelly
    • March 19, 2006 at 9:54 AM
    • #881

    It's just meant to slide up and down; think Doom 3.

  • Minos
    • March 19, 2006 at 2:51 PM
    • #882

    That's amazing dude. Did you completely handmake it from scratch ? (Imean, without using any photo sources)

  • Grinwhrl
    • March 19, 2006 at 3:03 PM
    • #883

    looks really cool, what did you do to make it?

  • swartsz
    • March 19, 2006 at 4:32 PM
    • #884

    a texture i made for practise purposes.

    [Blocked Image: http://www.swartsz.com/popup/35.jpg]

  • FrieChamp
    • March 19, 2006 at 5:32 PM
    • #885

    @swartz: I don't think anyone would close a window with bricks and leave the window

    Good for...practising though I guess ^^

  • Zacker
    • March 19, 2006 at 6:03 PM
    • #886

    SinisterSquirrel, that texture is very nice!

  • Squirrelly
    • March 19, 2006 at 8:44 PM
    • #887
    Quote from Minotauro

    That's amazing dude. Did you completely handmake it from scratch ? (Imean, without using any photo sources)

    Yes, 100% Photoshop. Those are also including the two red signs with warnings/ specifications as well (they were already in a brush pack I had).

    Quote from Dark

    looks really cool, what did you do to make it?

    Basically the same way you develop a web template, by creating the "content boxes", and working your way up by adding fine details. It's amazing what the gradient tool can do.

    Thanks for the comments guys!

  • Nysuatro
    • March 19, 2006 at 10:13 PM
    • #888

    [Blocked Image: http://img293.imageshack.us/img293/3924/ancienruin034jp.jpg]

  • Squirrelly
    • March 19, 2006 at 10:33 PM
    • #889

    Way too photo-realistic man. It doesn't look like you edited it that much. :\

  • Nysuatro
    • March 19, 2006 at 10:44 PM
    • #890

    What should i do then ?

    And no, there is much edited :s

  • Squirrelly
    • March 19, 2006 at 10:50 PM
    • #891

    Post your reference so I can see the differences.

  • kleinluka
    • March 19, 2006 at 10:52 PM
    • #892
    Quote from SinisterSquirrel

    Way too photo-realistic man. It doesn't look like you edited it that much. :\

    LOL that's funny. What if "photo realism" was what he was going for?

    It's good except you can see the parts in the inner window frame where you cloned the dark stones...get rid of that. also the scale of the stones might be too big.

  • Squirrelly
    • March 19, 2006 at 10:56 PM
    • #893

    If it was photo-realism he was looking for, than he achieved it. It does look good, don't get me wrong, but it looks like he just slapped the offset filter to it, unfortunately. It just lacks creativity, in my honest opinion.

  • Nysuatro
    • March 19, 2006 at 11:09 PM
    • #894

    [Blocked Image: http://img57.imageshack.us/img57/3880/ancienruinreference8pv.jpg]

    The reference

    Someone got more advice ? and is photorealism bad for games ?

  • Squirrelly
    • March 19, 2006 at 11:49 PM
    • #895

    Well, my mistake, you did an excellent job. Photo-realism isn't necessarily bad for games, but for future employers it may be. They want to see that you have the talent, and can actually develop a texture by hand rather than photosource all of your work. Start by scratch, and work your way up. Also, working with one reference isn't normally the greatest of paths to go. Like I said before, it lacks creativity. Read evillair's post at pixelMorgue about what makes a good applicant.

  • Bic-B@ll
    • March 19, 2006 at 11:58 PM
    • #896

    the only problem i see with it is that on the sides of the window i can see clearly that you cloned it

  • Grinwhrl
    • March 20, 2006 at 3:19 PM
    • #897

    same

  • Nysuatro
    • March 20, 2006 at 4:00 PM
    • #898

    Ow yeah didnt see that. Thats why its wip ^^. I will clean it up.

    Thank you for the comments. And SinisterSquirre, thx for the advice, i will keep it in mind. But is still have to learn much.

    Thx all

  • hessi
    • March 20, 2006 at 4:01 PM
    • #899
    Quote from SinisterSquirrel

    Well, my mistake, you did an excellent job. Photo-realism isn't necessarily bad for games, but for future employers it may be. They want to see that you have the talent, and can actually develop a texture by hand rather than photosource all of your work. Start by scratch, and work your way up. Also, working with one reference isn't normally the greatest of paths to go. Like I said before, it lacks creativity. Read evillair's post at pixelMorgue about what makes a good applicant.

    i can agree with most of your posting. in some cases pure photousage CAN be cool too. if you try to apply as an textureartist you should be able to do classic _painted_ texturing and photo textruing which would include perspective and colorcorretions. in many games you can see a mixture of both. maybe photos for a cool wall texture, but moss painted on it or a painted crack in the wall.

    anyway: walltexture looks as a phototexture could look like. maybe try to do some variations with it. another window, a door, dirt and stuff

  • Nysuatro
    • March 20, 2006 at 6:36 PM
    • #900

    http://img479.imageshack.us/img479/8990 ... e339wl.jpg

    Is it better ?

    EDIT: i tried to make something of scratch.

    [Blocked Image: http://img147.imageshack.us/img147/9310/floorgreencopy6ei.jpg]

    Could you someone give me some advice pleas?

    Thank you

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