1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • mikezilla
    • September 6, 2004 at 9:09 PM
    • #141

    it is too high, in addition (and this is free advice)

    is that what you think rusty corrugated metal actually looks like? or did you just sorta overlay some stuff and decide it looked cool? part of good texturing is defining in your mind what a surface looks like and mimicing it... the word "subtlety" comes to mind

  • ook
    • September 6, 2004 at 9:34 PM
    • #142
    Quote from DD

    He cheated in a skilled way. MAX. :X

    Nope hand painted in PS

    Thanks all for the compliments. Mikey hatez the cheesy photoshop bevels also. Actually come to think of it I hate them too. Lazyness: 1 Me: 0.

    - ook

  • Splitta
    • September 6, 2004 at 9:36 PM
    • #143

    hmpf i'm sorry, i'm not that far

    creating skins and textures since maybe 2 months.

    it's not that i don't want todo my textures more realistic.. i just don't know how

    well i'll google for "rusty corrugated metal" (), look how it looks and do the texture again

  • mikezilla
    • September 6, 2004 at 9:48 PM
    • #144

    wasn't trying to shiv ya, just trying to help you out.

    only so many times you can say "oh thats good try again" in a nice way before you stop.

    (1000x is the answer)

  • Tisky
    • September 6, 2004 at 9:50 PM
    • #145
    Quote

    I actually do like the look of it

    but WHAT is it?

    Check the image name, "fifties_door01"

  • Tisky
    • September 6, 2004 at 10:38 PM
    • #146

    Got a bit too carried away and im not satisfied with this.

    But mebe u guys like it:

    [Blocked Image: http://mapcore.org/halflife_jpg/tnnl_w12.jpg]

    [Blocked Image: http://server5.uploadit.org/files/Tiskaite-tnnl_w12.jpg]

  • John Kerry
    Guest
    • September 6, 2004 at 10:40 PM
    • #147

    damn you talented sons-of-bitches..

    i got nothing

  • Term
    • September 6, 2004 at 10:55 PM
    • #148

    The base concrete textures look very cool and organic, but the lighting on the middle trim looks way off (why would it have highlights from above and beneath?). Oh, and all that mirroring is a big no-no, but I'm sure you already know that and have just been lazy :wink:

  • The_Postman
    Guest
    • September 6, 2004 at 11:10 PM
    • #149

    [Blocked Image: http://mapcore.org/halflife_jpg/tnnl_w12.jpg]

    [Blocked Image: http://img10.paintedover.com/uploads/10/hl_thingy.jpg]

    my try

    oooo go basic concrete, go!

  • Duff-e
    • September 6, 2004 at 11:17 PM
    • #150

    stop doing the same textures twice

  • Tequila
    • September 6, 2004 at 11:22 PM
    • #151
    Quote from DUFFY

    stop doing the same textures twice

    To be fair, Postman's and Tisky's imaginings are entirely different. And there's no rule stating you have to do a different texture, is there?

  • FrieChamp
    • September 6, 2004 at 11:25 PM
    • #152

    Your last texture looks very nice Tisky (although it doesn't represent the reference exactly )

    I also dig that rusty metal texture by Splitta...and of course the teleporter by Marc (welcome aboard sir!) and much of the other stuff posted here recently. Blaz should thro in some textures as well, too bad he doesn't have much freetime. Same for klein, gogogo

  • The_Postman
    Guest
    • September 6, 2004 at 11:31 PM
    • #153
    Quote from DUFFY

    stop doing the same textures twice

    Blow me. I did it quickly because I'm at work and didn't want to open the HL wad.

  • mikezilla
    • September 6, 2004 at 11:51 PM
    • #154

    redo whatever you want if you think you can do it better

    its all about quality.

  • Tisky
    • September 7, 2004 at 12:22 AM
    • #155

    Ýeh, the postmans is actually more "fitting" than mine. =)

    il make some other one tomorrow! Taaa!

  • zaphod
    • September 7, 2004 at 12:29 AM
    • #156

    looks pwn posteh. The shadows could be alittle darker mebbe, but it's a small thing. I wish I had some free time to do some more : /

  • DD
    • September 7, 2004 at 1:10 AM
    • #157

    Looks good posteh, you should transform horiztonally across the seam on the details. Looks odd for details to continue through a seam no?

    I took another stab at my silo texture. Made the rust age dropage more obvious and touched on the beams a bit. I still think the beams look a bit odd but meh.

    [Blocked Image: http://mapcore.org/halflife_jpg/-0silo2_wall2.jpg]

    Before:

    [Blocked Image: http://mapcore.net/images/-0silo2_wall2.jpg]

    After:

    [Blocked Image: http://thedd.net/images/-0silo2_wall2.jpg]

  • zaphod
    • September 7, 2004 at 1:19 AM
    • #158

    the added contrast in the metal beams is good, but the details look to bluury and painterly compared to the resolution of the rest of the texture. I would try getting some hard edges in there.

  • Crackerjack
    • September 7, 2004 at 2:08 AM
    • #159

    Wow guys great job, some of these in the NW.wad would be very nice I know tons of places where the textures could seem some deffinite action.

  • Duff-e
    • September 7, 2004 at 3:55 AM
    • #160

    same twice = takes longer

    this is why i say it....has nothing to do with which is better

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 4 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™