Finally, some positive encouragement. As for in-game... well, not meant for in-game.
totally random texture thread
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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!
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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.
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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

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That looks fecking awesome Quakis.
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Yay for Duek3D!





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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.
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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. 
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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..

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Ok, then it just sucks.

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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.
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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! -
Ohh nice work skjalg, it may needs some contrast and a more pronouced thin shadow around the blocks imo.
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you have a normal, lets see that ingame.
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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*ferretyou have a normal, lets see that ingame.
[Blocked Image: http://skjalg.mapmonger.com/stuff/kek0001.jpg]
Quote from KoKo5oVaROhh 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 :]
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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

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that pulls off really nicely.

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

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