curman, can you make it a littlebit more green? it would be a little better :wink:
TEXTURE STAND OFF : SEWER WALL
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i love menkey's


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There have been some great textures posted, but what I'd like to see is some vertical variants of them for stacking purposes. One 512x512 texture, for source at least, is only really good for a 128 tall wall, which is generally not tall enough for many / any rooms. Having some variants to stack above your low level ones would be great

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here is my quick try:
[Blocked Image: http://www.mitglied.lycos.de/ambientbubblegum/sewers.jpg]
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Looks great Steppenwolf, I'd probably suggest some type of trim/border like the others have shown. But I
it.I updated my last one as well

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round 2
something alitle less traditional
[Blocked Image: http://www.ananse-foundation.nl/arjanb/sewer3.jpg]
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Oooh, I like that one IR.
I think it could use some algae-slime to break up the uniform colour scheme, that drain thingie needs more gunk over it

Really liking all the entries so far, they're top-notch work

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IR there is too much lighting on your last textures imo. This could look weird on dark places of a map or with a lighting coming from a different direction. I suggest to only take reference photos on cloudy days because of this.
colors and details are really nice tho.
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IR I love it, well, I love the rock wall you did. But the columns I suppose that are extending of the wall, look, well a lil' blurred and easily slapped on, it appears. It doesn't blend too well with the rest of the feel. But the rock wall is schweet

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I think for modern engine purposes those pillars are too large a detail to just be plopped on a texture. I guess it would work provided players could never get too close to it, but personally I'd actually model pillars and vents of that size. Very nice texture though, would be awesome for something where polycounts are a large concern.
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I like it but the pillars seem to be slanting a bit, they arent straight. It also needs some green slime at the bottom =)
/me pets~
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The first texture I’ve done (or anything game design related) in about a year, it’s got quite a few issues with it but was rather fun having a fiddle with texturing again

[Blocked Image: http://img272.imageshack.us/img272/1535/sewerwall11sy.jpg]
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I like the colors in that one, a little something other than the usual.
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oh my god clown, i was using that grate texture on my new one! we must use the same siteeeeee mikey gave me linkage im gay
But also, the bottom right of your trim, seems overly sharpened to the point its standing out from the rest of the texture :s
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I like that curman, but for Source n stuff those bricks are abit to big (I have the same problem with stupid sizes).
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Quote from curman
oh my god clown, i was using that grate texture on my new one! we must use the same siteeeeee mikey gave me linkage im gayBut also, the bottom right of your trim, seems overly sharpened to the point its standing out from the rest of the texture :s
My apologies sir, it was just the first suitable one I came across on Imageafter.
And yeah it is a little sharp, and in general not up too much. But oh well maybe I’ll fix it up if I get a few minutes to myself at the weekend, or start a fresh which is probably a better idea.

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ha dont be sorry, mine new one was gay, yours is awesome, but ya the bricks are a lil' big.
also go on IRC
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nice clown, i like the trim.
curman your sig makes my eyes bleed
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[Blocked Image: http://www.ananse-foundation.nl/arjanb/sewer4.jpg]
here's the plain version, i did the pillar, vent etc because I woke up feeling alitle old skewl ;] oviously these days we model that kinda detail
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turned out looking more like a silo wall...
[Blocked Image: http://img222.imageshack.us/img222/1395/sewersilo8it.jpg]
Probably grime it up and add some details when i'm not so tired.
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