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Stuff I've made for Decadence (HL2 mod)

  • Pomperi
  • October 5, 2007 at 1:35 PM
  • Furyo
    • November 9, 2007 at 11:05 AM
    • #21

    Well I'm not an artist, so I'd take Philip's words as Gospel. With that said, as a level designer I'd definitely use these textures as they stand, that's some really nice depth you have there.

  • Pomperi
    • November 9, 2007 at 11:20 AM
    • #22

    Thanks everyone!

    The normal maps are actually made by several crazybump renders and lots of blue paint. Since I paint the designs from scratch I usually have layers at the bottom of my layer palette with the most basic shapes, which with some editing makes a good base for a normal map after a slap of crazybump. Most of the time the renders from crazybump has way too much unwanted details, but they are simply removed by painting them over with a color of 127 127 255. Doing more renders which contains some wanted details and putting them on Overlay makes it possible to combine diffirent elements from diffirent renders. I'm sure you can get a much better result from sculping but I simply lack the skills to get a decent enough result, so I "cheat" instead

    I'm really glad you all like my stuff, more stuff will come for sure

  • Jenn0_Bing
    • November 9, 2007 at 11:17 PM
    • #23

    You basically do normal maps how i do. Though i skip crazybump as it slows me down too much and i see very little advantage over doing it all in photoshop.

    Anyway, i really like your textures. Nice work.

  • Pomperi
    • December 5, 2007 at 8:04 PM
    • #24

    I hope you all don't mind that I bump my old thread a little...

    Here's a recent wallpaper texture I've made. The pattern is my own design =)

    [Blocked Image: http://img391.imageshack.us/img391/9603/decadentwallpaperfa6.jpg]

    I'm aware that it doesn't tile very well due to the unique damage, but in smaller places it isn't too obvious. If any of you have any crits or advises of things to improve with my texture, I'm dying to hear it. Trying as hard as I can to improve my work.

    Cheers!

  • Buddy
    • December 5, 2007 at 8:42 PM
    • #25

    Nice work,

    my crits:

    -Reduce ornament scale a bit

    -These ripped off areas don't really look like how wallpaper would do, in most cases wallpaper gets of because of weathering, glue stops to keep it all together and it falls down (mostly on top leaving hanging piece of wallpaper around the middle). Keep in mind that walls are covered by strips of wallpaper like here http://img2.timeinc.net/toh/i/steps/han ... per-3l.jpg not by one big piece.

    Hopefullly i've been atleast a little helpfull.

  • e-freak
    • December 5, 2007 at 9:08 PM
    • #26

    the ripps off are made from a brush package, amirite?

  • Pomperi
    • December 5, 2007 at 10:32 PM
    • #27

    Good points, I appreciate it =)

    Would be pretty hard change the ornament scale now that the texture has went through the entire process, but it's definately worth keeping in mind. The idea of larger strips is very good, didn't think of that. Thanks!

    The ripps are painted with a regular round standard brush and processed with photo material, all shot by myself, so no packs involved

  • propaganda
    • December 5, 2007 at 10:54 PM
    • #28

    Exceptional work!!

  • Quakis
    • December 5, 2007 at 11:20 PM
    • #29

    Can I request you teach me how to make wallpapers and wallpaper designs from scratch? I tend to be pretty bad at them and it'd be very useful for my current project. Nice wallpaper, just not too fond of the tears myself.

  • Steppenwolf
    • December 5, 2007 at 11:27 PM
    • #30

    The texture looks very good and the normal map works well. buddy has a point tho. It doesn't really look like paper that comes from the wall.

    With that normal map it would probably work better as a plaster wall.

  • static07
    • December 6, 2007 at 8:57 AM
    • #31

    have some remaining glue where the paper got ripped.

    Looks quite good tho.

  • Sly Assassin
    • December 6, 2007 at 9:16 AM
    • #32

    I think you should slighty remove some depth from the missing pieces of paper. It looks more like the wallpaper is around 3-4 millimeters thick and that when it's come off it's letting you see a big fat edge.

    My 2 Cents

    BTW Loving it other then what I pointed out.

  • Pomperi
    • December 6, 2007 at 12:02 PM
    • #33

    Thanks for the crits everyone, will rework my texture as soon as I got some more spare time.

    Quakis: I got something for you

    [Blocked Image: http://img378.imageshack.us/img378/9527/pompwallpaperpatterntutch8.jpg]

    Spent the remaining time of my lunch break for this, so I hope cookies are included

  • D3ads
    • December 6, 2007 at 2:00 PM
    • #34
    Quote from Pomperi

    I hope you all don't mind that I bump my old thread a little...Here's a recent wallpaper texture I've made. The pattern is my own design =)

    [Blocked Image: http://img391.imageshack.us/img391/9603/decadentwallpaperfa6.jpg]

    I'm aware that it doesn't tile very well due to the unique damage, but in smaller places it isn't too obvious. If any of you have any crits or advises of things to improve with my texture, I'm dying to hear it. Trying as hard as I can to improve my work.

    Cheers!

    That looks fantastic! It looks more like plaster though, with the way it's broken up.

  • Quakis
    • December 6, 2007 at 4:18 PM
    • #35
    Quote from Pomperi

    Spent the remaining time of my lunch break for this, so I hope cookies are included

    Some stuff there I wasn't doing right, I'll have to give it another go. Thanks.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/cookies.jpg]

  • clayman
    • December 6, 2007 at 4:29 PM
    • #36

    looking great man

  • Pomperi
    • December 6, 2007 at 5:10 PM
    • #37

    Thanks!

    Here's another one, also made for Decadence mod:

    [Blocked Image: http://img219.imageshack.us/img219/8972/decadentfacade2ip2.jpg]

  • merkaba
    • December 6, 2007 at 6:25 PM
    • #38

    They look fantastic, but I wonder what you are rendering them in? AFAIK Source doesn't support specular highlights on BSP materials, so I think the textures might lose some of their wowness in the engine.

    That's just speculation, they look like they're rendered in a Doom3/UT3 type engine in those screenies; if they look that way in Source then much props.

  • JamesL
    • December 6, 2007 at 7:39 PM
    • #39

    3dsm / maya I should imagine. They look ace either way though, wish I could make textures that good...

  • General Vivi
    • December 6, 2007 at 9:24 PM
    • #40

    Did you start rendering like this after i showed you that one scene a long time ago peri?

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