totally random texture thread
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Another one.
I was stupid enough to use a coloured light on the render for some reason tho... too lazy to make a new

[Blocked Image: http://philipk.net/other/q4_set_new_4.jpg]
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Sigh, another pathetic attempt by the hopeless Philipk

:wink:

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Great work

I'm a little iffy on the top trip but it looks like a great normal that should pull off really well.
The trim on the bottom is really nice but it bothers me that it's so obviously narrow. I'd almost prefer uniform division with no rivets, or no doubled up rivets (like 1 rivet every 4 divisions or so). Your texture set and your call, of course, but it comes very close to being a spot on variation of one of the most useful textures in the entire game.

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Thanks kfs

Yeah I gues I can try to make that trim a bit more interesting

Right now I have one 256x512 trim tex with 8 trims in.
I plan to do another one and I think I'm gonna fill half of that texture with 16 unit height trims as well (and even make some of those clipable in half to
.So that'd mean perhaps 16 more trims.
I'll try to make some more easily used as well that you can basicly cut anywhere.
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If you're gonna make it for Q4, you should probably make all the trims as seperate textures to make it easier when people come to start using patch brushes with your trims
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they are. ehm not

well i dont think it'd be much of a problem and i talked with kfs about this earlier.
it's always good to save as much performance as possible

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It's a tradeoff, really. Patch alignment will be a little more annoying but if you know your sub-1 texture divisions really well it's not too hard to fit/shift around. And it's always plenty easy to go flat, lift texture alignment from an adjacent brush, and then bend.
The gain is that all of the trims will be in 1 batch per portal area. That's crazy awesome for how many textures he's apparently cramming in there, and is something that I'm sure we would have done all over had we had better and accurate performance information available more than a few months before we shipped.

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Jesus Blaz I just choked on my coffee when I saw that. Awesome stuff.
Also Skjalg, good job, dont let Blaz overshadow you

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thx mazzle

Here is the first trim "pack"
I made one b version with illumination on some parts. But I also changed the diffuse colours and darkness (and the dirt.) I'm not sure yet tho.. since you might want one trim where some lamps glows and some dont and that you cant do now as they are shifting in brightness and colour. On the other hand you get a lot more variation like this and I would have had to make a b variation diffuse anyhow..
the texture is 256x512 so it's tiled two times on each plane btw.
[Blocked Image: http://philipk.net/other/q4_set_new_5.jpg]
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oh btw. damn cool to see such hires textures in duke3d there.. bit late on commenting that btw

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thats pretty nice philip i love the way it makes everything pop out so nicely

-vivi
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I don't know Phillip, it just doesn't have the same... "umph" as your previous texture. I'm not so sure I like it.
Very nice normal/specular map though. -
I think it could use a bit of color like the last one, but otherwise they look good

I especially like the third last one.
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thx

don't forget the last one is actually 8 trims (top to bottom)
and i kept the colour tones down on purpose.
im actually a lot happier with this than the earlier ones i made tbh

i have some new ones in the making too. i think im gonna move on to floors soon as well.
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awesome stuff PhilipK! Looks pretty realistic and interesting.
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Great work blaz, looks very realistic and cool

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Lord, I need to learn to texture...

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Hey all
I wanted to make a sand wall. And i hope i did it. I want to know what you all think about it.
[Blocked Image: http://img483.imageshack.us/img483/16/brightnesscontrast1copy8nd.jpg]
I am going to experiment wit this one. Make new texture from it. So i will use this textures as base.
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