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[csgo] custom textures improvements

  • Dosentti
  • May 28, 2016 at 9:19 AM
  • Dosentti
    • May 28, 2016 at 9:19 AM
    • #1

    Hello, I started detailing my map de_farm2 two weeks ago. I finished B-site brushwork and texturing earlier this week and showed it to one of my more experienced level designer friend. He said said that I should maybe stick with the default textures because my textures weren't looking good enough (in a nutshell). I know that might very well be the case that I don't know how to create great textures yet, so that's why I wanted to ask if someone could take a look of the map and and be a bit more specific what's wrong with them. At the moment with the texture .vtf I only have bumpmap .vtf.

    Here's link to google drive folder where you can find examples or few textures.

    And here's the link to farm II on workshop.

    Also if someone knows good resources for learning texturing I would be happy to hear about them.

  • JSadones
    • May 28, 2016 at 3:11 PM
    • #2

    What reasons did your friend tell give you to stick with default textures? Most of they look fine to me, but a bit too low resolution.

    I'm not really an expert on texturing too, but here are some of my thoughts:

    • woodwall_red03.vtf has the Normal Map flag checked, uncheck it as it is no normal map
    • Add some detail textures to your VMT's to add more detail when the player gets close to your textures
    • The bump maps on the hay is too aggressive Spoiler [Blocked Image: http://i.imgur.com/iiulWCu.png]


    • Some texturing needs work Hay Spoiler [Blocked Image: http://i.imgur.com/xGtgwEh.png]

      [Blocked Image: https://upload.wikimedia.org/wikipedia/comm…e_at_dawn02.jpg]

      Wood logs

      Spoiler [Blocked Image: http://i.imgur.com/B8AQodJ.png]

      [Blocked Image: http://www.cltextures.com/texture-images…mage-5-1054.png]


    • Watch out with texture stretching (I think it's better that you use a model here instead of displacements) Spoiler [Blocked Image: http://i.imgur.com/snQS2yW.png]

      Generally I think they mostly look good (for bombsite A, use a bit more variation in colors, it's all brownish wood there, spice it up). If you want to finish this project then I suggest sticking with the default textures, but if you want to learn: continue doing custom textures and iterating on them. You will not get good at it if you don't practice.

    Some good tutorials:

    • How to Create Textures From Scratch! by CG Geek
    • https://developer.valvesoftware.com/wiki/Creating_a_Material
    • Decompiling Valve their textures to see what they do
  • Dosentti
    • May 31, 2016 at 8:10 AM
    • #3

    Thanks a lot! I guess I have made same mistakes (checked normal map) in other textures too. I gotta check them all.. it's so confusing when I create a normal map but put it in the texture as a bump map.

    I'll look deeper into the textures and make some detail textures and get back to you after I have done the stuff.

    I will also create models of that log pile, the big rock and round bale.


    People always talk about decompiling valve textures, I think I gotta check few good textures and see what they do. I have heard it from so many guys already :)

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