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[2D] Texture work

  • kikette
  • November 17, 2012 at 12:09 AM
  • kikette
    • December 12, 2012 at 4:58 PM
    • #21

    Thanks all ! When I'll have more stuff, you'll see that I took my proper artistical way

  • -HP-
    • December 12, 2012 at 6:37 PM
    • #22

    kikette, I absolutely love your work dude. You have a bright future.

  • ng.aniki
    • December 12, 2012 at 6:56 PM
    • #23

    Looks really nice ! Proportions looks a bit off when I compare your silhouette and the door.

  • kikette
    • December 12, 2012 at 7:30 PM
    • #24
    Quote from ng.aniki

    Looks really nice ! Proportions looks a bit off when I compare your silhouette and the door.

    You are totally right but I adapted it to our gameplay =) The closed version is better proportioned but for the "open" one I made it bigger to make the navigation easier through since It is a 3rd person camera

  • PyroGXPilot
    • December 12, 2012 at 9:41 PM
    • #25

    In some older buildings they used larger openings so it depends on the setting.

  • ng.aniki
    • December 13, 2012 at 12:42 AM
    • #26

    It was more for the height of the doorknob and the door name/number thing that is higher than the head. I would find it weird, but it might not be that important.

  • Minos
    • December 13, 2012 at 2:38 AM
    • #27
    Quote from ng.aniki

    It was more for the height of the doorknob and the door name/number thing that is higher than the head. I would find it weird, but it might not be that important.

    Yup, you are absolutely right about this! The scale on the door feels a bit off because the knob is a bit high and big. It doesn't matter how tall your door is, if the knob/eye level details have proper scale and height it will always feel right

  • blackdog
    • December 13, 2012 at 5:45 PM
    • #28

    You are making me cry, this stuff is so good!

    Quote from kikette

    Eh eh ! You are completly right. And this is funny point because when you are a little beginner, you always think that stuff you add isn't enough visible and you try to make it more evident. At least, you obtain something without any point of interest ^^

    Amen to that, it is so true... that was the constant thought when I was trying to cobble together my own textures in the ol' HL1 days.

  • kikette
    • December 21, 2012 at 9:22 PM
    • #29

    Some new stuff =)

    [Blocked Image: http://uppix.net/e/f/2/2da97bde6bc3ed99693857018e6ec.jpg]

  • PogoP
    • December 21, 2012 at 9:58 PM
    • #30

    Nice! Love the Barnacle version.

    I miss doing non-metallic stuff!

  • kikette
    • December 21, 2012 at 10:02 PM
    • #31
    Quote from PogoP

    I miss doing non-metallic stuff!

    Thanks dude =) Personaly, I'm not yet confortable with this kind of texture... and organic things, etc.... brrrr ! It takes me a very long time to do something interesting.

  • PogoP
    • December 21, 2012 at 10:28 PM
    • #32

    Well the time spent is well worth it. Looks fantastic!

  • FMPONE
    • December 22, 2012 at 6:26 AM
    • #33
    Quote from kikette

    Some new stuff =)

    [Blocked Image: http://uppix.net/e/f/2/2da97bde6bc3ed99693857018e6ec.jpg]

    Fantastic work as usual.

    My only CC would be that the wood is maybe not as realistic as it could be, but it might not be your intent to make it so. Some things I notice are a lack of self shadowing on the vertical beams, not much granular details, and a bit too much shine.

  • kikette
    • December 22, 2012 at 7:00 AM
    • #34
    Quote from FMPONE

    My only CC would be that the wood is maybe not as realistic as it could be, but it might not be your intent to make it so.

    Some things I notice are a lack of self shadowing on the vertical beams, not much granular details, and a bit too much shine.

    I completly agree.

    In fact, I'm searching a way to render something realistic without the noise of a photo and I think that "polished" look could be problematic in certain case, such organic stuff ='(

    For the shiny look, this is my fault because I played with the shader in UDK ^^'

    Thanks for your attention =)

  • Rick_D
    • December 22, 2012 at 10:40 AM
    • #35

    all gametextures.com stuff is very handpainted - i think that's gonna hamper it int he long run. it really needs proper photorealistic textures or it'll never get used. but maybe that was the intent of the website. handpainted i mean, rather than to quickly go out of business.

  • kikette
    • December 22, 2012 at 9:03 PM
    • #36

    That's an interesting point you are talking about ; My colleagues and myself have our proper style and I wonder if it is really pertinent ; In a way, CG.com propose you Ready to Use stuff and I think it's a good point to have different style... but in an other hand, maybe that we ought to make more generic things, more realistic to be sure that it could easily usable as a base (or other) as you say. I'll take more care of that for the next one thanks =)

  • Kedhrin
    • December 22, 2012 at 9:47 PM
    • #37

    ive been using a lot of gametexture.com textures for a prototype i'm working on right now.... most do seem to have tiling problems. The hand scuplted ones are fantastic, but still do have a very "hand made" feel to them vs. a photo referenced bombed traditional texture. The main thing i love about them is the great normal detail.

    ** you guys do need a serious texture nazi on your tiling though. Its really bad on most textures. Some textures are also just too dark. There should be more guidelines for luminance of a texture and trying to make things look more realistic. But at the same time, i think if it's categorized as "stylized" and then having maybe a "tiling rating", it would be fine.

  • knj
    • January 4, 2013 at 8:00 AM
    • #38

    this is pretty tits. ass. boobs !!!

    amazing stuff !

  • kikette
    • January 4, 2013 at 6:41 PM
    • #39

    New textures for my school project ! Here's a lath wall and an other one ornemented and composed of wooden plate

    As usual this project, I do not use normal map

    [Blocked Image: http://uppix.net/d/f/d/cbb32d7c084d6c895297fc9eb6437.jpg]

    And the diffuse

    [Blocked Image: http://uppix.net/8/2/3/b5428396b30f3e8c883dfefb5978e.jpg]

    [Blocked Image: http://uppix.net/5/7/d/166ddf38f98404ab8ab8c66f1969d.jpg]

  • -HP-
    • January 4, 2013 at 7:05 PM
    • #40

    Amazing!

    And yes, the luminance concern is a very valid one, do you guys also sell your .PSDs? If not, I recommend you set standards for the mean in PS (Prolly should be 128+ at the very least).

    Looking at your textures, they do indeed look pretty dark, specially the diffuse maps.

    If I were to buy a texture for you, if I were to make it darker, it wouldn't be a problem, but if I needed to make it brighter it would suck cos TGA, TIFFs or whatever dont store exposure information.

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