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1st texture here

  • Watchtower
  • January 18, 2005 at 6:10 AM
  • Watchtower
    • January 18, 2005 at 6:10 AM
    • #1

    Hey guys this is my first texture post here. I was referred by Izuno.

    The texture is a diffuse map, 512x512 for HL2 use. Mainly for Day of Defeat.

    Anyways, its suppossed to be an italian wall. Need work? suggestions? Did I convince you the audience it's italian??

    [Blocked Image: http://voodoo.dssghq.net/wt_italianwall.JPG]

    **saved as .jpg for file space and quicker loading

    Thanks

    WT

    edit: moved from the wrong forum <--- spaced it.

    I also did a little fixing thanks to some feed back, got rid of that hole on the right. Also posted in a higher res format.

    [Blocked Image: http://voodoo.dssghq.net/wt_italianwall_1.JPG]

    feel free to post your comments/suggestions.

  • von*ferret
    • January 18, 2005 at 6:35 AM
    • #2

    lookin better

  • st0lve
    • January 18, 2005 at 5:34 PM
    • #3

    Like it, now add detail

  • ReNo
    • January 18, 2005 at 5:38 PM
    • #4

    Very nice if you ask me, you should have a tinker with normal mapping it, looks rough enough to make good use of it.

  • Izuno
    • January 18, 2005 at 9:14 PM
    • #5

    def lookin better in the second one.

  • skdr
    • January 18, 2005 at 9:33 PM
    • #6

    Looks nice man!

  • Watchtower
    • January 26, 2005 at 4:14 AM
    • #7

    ok, new texture i threw together today

    [Blocked Image: http://voodoo.dssghq.net/wt_avaroad.jpg]

    Making a remake of the original

    [Blocked Image: http://voodoo.dssghq.net/avaroad.jpg]

    suggestions?

  • kleinluka
    • January 26, 2005 at 4:31 AM
    • #8

    It doesn't look like you spent too much time on it, and judging from your previous textures, I think you can do better.

    The shape of the curb doesn't make sense (doesn't on the originial either) And the shadow that it's casting onto the road is too big. In fact it shouldn't really cast shadow on the road as it's on the same level as the road and not floating around in mid air.

    The cobble looks more likea brickwall and looks squished and grayscale.. Lose the black gaps inbetween the stones and put some dirt there, some weeds etc. The repetition on the stones is also very noticeable (you used a small square of stones and copy/pasted it 3 times to cover the whole area.

  • von*ferret
    • January 26, 2005 at 5:02 AM
    • #9

    kleiny wins

  • Watchtower
    • January 26, 2005 at 5:22 AM
    • #10

    ...yeah it was quick, and I didnt go too far into it without posting here. But the goal was to try and remake the original.

    I scaled down the brick because I thought the original brick was too massive. But I can leave the scaling to the mapper (**hard to remember sometimes)

    Changes:

    --used original scale of rocks (512x512)

    --Lost the crack filing

    --added 512x512 dirt bottom

    --added very slight drop shadow to brick for depth

    --deleted rails for time being

    I dont think I have anything to use weeds from so ill omit that suggestion for now.

    NEW:

    [Blocked Image: http://voodoo.dssghq.net/wt_cobbleroad2a.jpg]

  • kleinluka
    • January 26, 2005 at 5:36 AM
    • #11

    Ok now you've made a mistake that many people do when they switch from a low resolution such as 256 to a higher resolution like 512.... the stones are HUGE.

    The stones are still a single flat color and the gravel needs to be worked in a bit better so it doesnt look like the stones are just pasted on. Make it look like they are EMBEDDED into the dirt. In general, don't just take a photo and cheese it in. If you don't have any deadlines to worry about spend the time and WORK IT IN so it looks good.

    And more color variation. You can do some great things with color if you use it right, it's what brings textures to life.

    Keep going

  • Watchtower
    • January 26, 2005 at 6:02 AM
    • #12

    they are large now but I can easily get them down to 75% and tile them that way, which would end up in between the first and the last scale wise.

    as for color a little more time will be able to fix that. thanks

  • Watchtower
    • January 27, 2005 at 12:17 PM
    • #13

    ok this has turned into something completely different but i dont care.

    I think this is too spread but is it heading in the right direction...?? Rocks look weird? Lemme know im actually trying...lol

    [Blocked Image: http://voodoo.dssghq.net/wt_cobbleroad2.jpg]

    This will eventually have the sides but im gonna TAKE TIME and do it right...speed kills.

    a few minutes later:

    [Blocked Image: http://voodoo.dssghq.net/wt_cobbleroad3.jpg]

  • Sven_E
    • January 27, 2005 at 12:49 PM
    • #14

    that looks ehhh... wierd.

  • Watchtower
    • January 27, 2005 at 12:59 PM
    • #15

    FUBAR is the proper term. *Asks self why....why....

    pushes button

    [Blocked Image: http://voodoo.dssghq.net/easy.jpg]

  • kleinluka
    • January 27, 2005 at 1:47 PM
    • #16

    well be objective for a second, tower.

    Do YOU think it looks right?

    Looking at the texture I can instantly point out two things that make it look wrong.

    1) The Stones that look stretched vertically because they came from a photo source that wasn't big enough.

    2) The "dirt" you added is a single source picture of gravel and your stones are simply pasted on top of that.

    Doesn't work that way. Take PORTIONS of source pics and paste them in MANUALLY, then work them in with care and blend them in or re-paint where they interact with the stones if necessary.

    One more thing, make sure the dirt you have isn't dotted with "black holes from hell", it flattens the look of your texture and makes it look unnatural. Same goes for things like grass (inbetween the blades), rubble (inbetween stones and pieces of wood), etc...

  • Steppenwolf
    • January 27, 2005 at 4:56 PM
    • #17
    Quote from Watchtower

    [Blocked Image: http://voodoo.dssghq.net/wt_cobbleroad2.jpg]

    I like the colors of this one but it looks weird stretched. The two dark stones in the upper middle could cause an ugly repeating pattern ingame if you have the texture on a long wall or street and look on it from far distance.

  • von*ferret
    • January 28, 2005 at 8:34 AM
    • #18

    some of the shading on the dirt -> rock looks really sketchy. Take more time and dodge/burn parts.

  • kleinluka
    • January 28, 2005 at 3:05 PM
    • #19

    Actually a method that I prefer doing INSTEAD OF dodge/burn is to use brushes for doing highlights and shading. I feel like it somehow gives me more control over my art as I can just put everything on its own layer and assign a layer style to it, etc etc.. I almost never use dodge&burn.

  • Bic-B@ll
    • January 28, 2005 at 4:48 PM
    • #20

    so..you put a darker color as a brush and make a new overlay layer and draw what you want to be darker?

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