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Texture challenge: Combining defuse, specular and normals

  • D3ads
  • December 6, 2005 at 12:25 AM
  • D3ads
    • December 6, 2005 at 12:25 AM
    • #1

    Having been made aware that it's possible thanks to evillair posting this:

    [Blocked Image: http://www.evillair.net//e107/e107_files/images/d3_test.jpg]

    An image of a fully rendered Delta labs door from Doom 3, I have asked him how he did this and having had a go myself again with D3 I came up with these:

    My attempt at the delta door using his method:

    Didn't come out the same as evil's despite using the same filters

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/doom3/deldrs.jpg]

    Rendering a favourite door of mine:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/doom3/jumbodrs.jpg]

    Lastly a very quick crappy job on the generic elevator:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/doom3/deleledrs.jpg]

    I made some adjustments with the lighting in the last texture of each set to try and get the same metallic shiney look in an older engine and it does kind of work to a degree. This is just purely for fun!

    Ok, your turn now, let's see if you can do better than us and I'll make sure evillair sees this so he can post his own tutorial

  • von*ferret
    • December 6, 2005 at 1:15 AM
    • #2

    i am confused...

  • insta
    • December 6, 2005 at 2:02 AM
    • #3

    The rest of us map for engines which support bumpmaps and specular, so the engine does this for us

  • kleinluka
    • December 6, 2005 at 2:05 AM
    • #4

    hehe, might as well start by painting light and depth information into the texture in the first place, rather than leaving it out and then adding it later :S

  • Crackerjack
    • December 6, 2005 at 2:14 AM
    • #5
    Quote from insta

    The rest of us map for engines which support bumpmaps and specular, so the engine does this for us

  • D3ads
    • December 6, 2005 at 3:05 AM
    • #6

    Yeah I know that, but it's just a chance to flex your PS skills and show us how it can be done better.. if it can. Like I said, just for fun.

  • The Postman
    • December 6, 2005 at 4:37 AM
    • #7
    Quote from insta

    The rest of us map for engines which support bumpmaps and specular, so the engine does this for us

    Good graphics does not a good game make

  • insta
    • December 6, 2005 at 4:54 AM
    • #8
    Quote from The Postman

    Good graphics does not a good game make

    How is that relevant

  • The Postman
    • December 6, 2005 at 6:16 AM
    • #9
    Quote from insta

    Good graphics does not a good game make

    How is that relevant

    Because you chimed in with a "why bother we have normals" in a thread that negated their very use or at least supposed an attempted use of their renders in non-normal engines. Anyhow, back on topic?

    I don't think those renders look half as good as a real, honest hand-drawn or photo-source "traditional" texture, unfortunately.

  • insta
    • December 6, 2005 at 6:25 AM
    • #10

    Well it was supposed to be a killer zinger directed at d3.

    Anyway, I agree with you that the Doom3 textures don't look as good as "traditional" textures.

  • st0lve
    • December 6, 2005 at 3:12 PM
    • #11
    Quote from The Postman

    Good graphics does not a good game make

    I must agree 100000000000 times. +1 time.

  • D3ads
    • December 6, 2005 at 3:41 PM
    • #12
    Quote from The Postman

    I don't think those renders look half as good as a real, honest hand-drawn or photo-source "traditional" texture, unfortunately.

    I''ve actually triedto make some tech textures myself but I can't draw stuff from scratch so I'm pretty much screwed, which is why I wanted to be able to combine the different d3 layers. I'm going to actually edit the defuse on the jumbodoor so that it looks better, watch this space!

  • von*ferret
    • December 6, 2005 at 11:34 PM
    • #13

    I think they relied on normal mapping a little too much for the walls in stead of using polygons to flesh out the needed details.

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