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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Squirrelly
    • April 23, 2006 at 8:19 AM
    • #1,021

    Finally, some positive encouragement. As for in-game... well, not meant for in-game.

  • von*ferret
    • April 23, 2006 at 3:59 PM
    • #1,022

    Things like the cylinder I can't see coming off great ingame. Things like the panels that have a ton of geometry I can. IE: THings that are obviously going to push "out" of the plane are going to be noticed as not real. Where as the panels and such would be succesful. I'm not trying to pick on you!

  • Quakis
    • April 23, 2006 at 10:04 PM
    • #1,023

    Another texture I worked on that is being used in a Duke3D project.

    I'm pretty much happy with the result but I think something is missing.

    [Blocked Image: http://img433.imageshack.us/img433/6476/51205jc.png]

    Ingame. The white blocks are just a default texture.

    http://%7boption%7d

  • kleinluka
    • April 23, 2006 at 11:55 PM
    • #1,024
    Quote from von*ferret

    Things like the cylinder I can't see coming off great ingame. Things like the panels that have a ton of geometry I can. IE: THings that are obviously going to push "out" of the plane are going to be noticed as not real. Where as the panels and such would be succesful. I'm not trying to pick on you!

    Yes but sometimes that is a sacrifice you have to make for performance. Cylindrical objects eat a lot of polygons so if you can't afford it, and the object doesn't absolutely require it then a normal is just perfect

  • Squirrelly
    • April 24, 2006 at 12:27 AM
    • #1,025

    That looks fecking awesome Quakis.

  • Polaris
    • April 24, 2006 at 12:39 AM
    • #1,026

    Yay for Duek3D!

  • Tarky
    • April 24, 2006 at 1:00 AM
    • #1,027

    Just some textures I did for a project that the studio im employed for was working on. Yes they are low res, that was intentional due to the nature of the project. Project is currently shelved though.

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/graff5.jpg]

    (Note: Graffiti in the background was sourced from Google, and was placeholder)

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/lower_tltwall1.jpg]

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/lower_tltwall2.jpg]

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/upper_road1.jpg]

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/upper_road3.jpg]

    [Blocked Image: http://www.nickmarden.com/textures/Gwerx/upper_sidewalk3.jpg]

    And yeah, they are intentionally really grungy.

  • Squirrelly
    • April 24, 2006 at 1:07 AM
    • #1,028

    Not too shabby, Tarky. Your normally wouldn't find graffiti on wood, though. I'm liking the road textures... I just wish they were a higher resolution.

  • Tarky
    • April 24, 2006 at 1:09 AM
    • #1,029
    Quote from SinisterSquirrel

    Not too shabby, Tarky. Your normally wouldn't find graffiti on wood, though. I'm liking the road textures... I just wish they were a higher resolution.

    Its actually a concrete ribbed sorta thing. Intended for a train tunnel.

    Unfortunatly I lost the higher res versions to a hdd crash, along with a tonne of other textures for the project. I cried..

  • Squirrelly
    • April 24, 2006 at 1:12 AM
    • #1,030

    Ok, then it just sucks.

  • Quakis
    • April 24, 2006 at 4:07 PM
    • #1,031
    Quote from Pericolos0

    thats awesome; i didn't even know you could have textures of that resolution in duke3d. Is that the default engine?

    Thanks - Not the default engine, but Jonof Port / Eduke32. However, 512*512 is the highest Duke3D can handle but you can define textures to it that are higher sized (1024*1024) but are resized to the one it has been defined to yet keeping the same detail.

  • Skjalg
    • April 25, 2006 at 5:53 PM
    • #1,032

    [Blocked Image: http://skjalg.mapmonger.com/gfx/textures/wall2_mid.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/textures/wall2_mid_n_small.png]

  • Squirrelly
    • April 26, 2006 at 8:15 AM
    • #1,033

    Don't use the clone tool so much! It also looks a bit blurry in some parts as well, but other than that, it looks pretty good!

  • KoKo5oVaR
    • April 26, 2006 at 12:33 PM
    • #1,034

    Ohh nice work skjalg, it may needs some contrast and a more pronouced thin shadow around the blocks imo.

  • von*ferret
    • April 26, 2006 at 1:36 PM
    • #1,035

    you have a normal, lets see that ingame.

  • Skjalg
    • April 26, 2006 at 11:09 PM
    • #1,036
    Quote from Squirrelly

    Don't use the clone tool so much! It also looks a bit blurry in some parts as well, but other than that, it looks pretty good!

    I hoped those blurry parts would pass off as something rocky-ish :/ But thanks

    Quote from von*ferret

    you have a normal, lets see that ingame.

    [Blocked Image: http://skjalg.mapmonger.com/stuff/kek0001.jpg]

    Quote from KoKo5oVaR

    Ohh nice work skjalg, it may needs some contrast and a more pronouced thin shadow around the blocks imo.

    thanks man! Oh and, I was hoping the normalmap would produce that shadow :]

  • The Postman
    • April 26, 2006 at 11:10 PM
    • #1,037

    very nice skalg. Perhaps lower the spec map if there is one on it to reduce the glossiness of the over all texture. Just a personal preference though, really

  • KungFuSquirrel
    • April 26, 2006 at 11:52 PM
    • #1,038

    that pulls off really nicely.

  • Tarky
    • April 27, 2006 at 1:17 AM
    • #1,039
    Quote from KungFuSquirrel

    that pulls off really nicely.

    Yeah that's hot.

  • Squirrelly
    • April 27, 2006 at 1:45 AM
    • #1,040

    Don't... don't ever say that again Tark... just... don't...

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