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  3. marque_pierre

Posts by marque_pierre

  • Don't ask...

    • marque_pierre
    • March 6, 2006 at 9:51 AM

    Meat textures? Hmmmm. That is an idea. Wow! You just gave me another idea! Yes!!! That's it! Heureka! Stay tuned...

  • Another cartoony style

    • marque_pierre
    • March 6, 2006 at 8:05 AM

    Cartoony can be really hard to do because it challenges your imagination. You have no reference material. Realism is easier because everybody knows how wood looks in terms of colour, shine and bumps. Cartoony, there you have to invent a whole new reality and fit that together. And there are no reference materials for you, in fact, if you start looking towards realism while working, it will look awful. Painting a colour map is easy, but fitting that surface information together with details on shine and bump and what not is a delicate balance. Something I still need to work out for the above style.

    No, I am not making Animal Crossing for Source. I am just a texture artist, I wanna make 1001 different styles, that is all I care about for now. Let others make it into games...

  • Another cartoony style

    • marque_pierre
    • March 6, 2006 at 12:15 AM

    Nice work. Water and grass and cliffs are spot on AC.

  • Another cartoony style

    • marque_pierre
    • March 6, 2006 at 12:01 AM

    Absolutely right! It all started with me admiring some Animal Crossing shots!

  • Don't ask...

    • marque_pierre
    • March 5, 2006 at 11:55 PM
    Quote from ReNo

    I have no idea what I'm looking at

    Join the club! Thanks btw.

  • Don't ask...

    • marque_pierre
    • March 5, 2006 at 9:51 PM

    That's an idea. Only rendered it with a quick skylight and lighttracer + default black background in max.

  • Another cartoony style

    • marque_pierre
    • March 5, 2006 at 9:21 PM

    Thanks Sniper. Just got tired of the semi World of Warcraft style I had done for ages...

    Example:

    [Blocked Image: http://www.marquepierre.com/images/bridge.jpg]

  • Another cartoony style

    • marque_pierre
    • March 5, 2006 at 9:16 PM
    Quote from marque_pierre

    These shots are of course very WIP...

    Yes, the transitions and so on on the sand and the water on the island needs work and so on...

    What I am trying to do for ground textures is using big bold abstract patterns like the ones from the early 60's women's fashion...

  • Don't ask...

    • marque_pierre
    • March 5, 2006 at 8:56 PM

    Never really thought of a dynamic animation, perhaps something more static, such as a flyby thing... At the moment I am thinking about animated materials and lights... We'll see...

    Thanks for the attention.

  • Another cartoony style

    • marque_pierre
    • March 5, 2006 at 8:15 PM

    Yeah... So I'd personally like to be able to look back some day on having done 1001 different texture styles...

    So this is a new style I am working on... Essentially it is trying to get completely away from all realistic details and instead have abstract patterns trying to communicate what the materials are... These shots are of course very WIP...

    [Blocked Image: http://www.marquepierre.com/bridge.jpg]

    [Blocked Image: http://www.marquepierre.com/island.jpg]

    The colour maps are easy enough, but I am having a hard time trying to figure out how I am gonna pair that off with spec and bump maps...

    C&C is more than welcome...

  • Don't ask...

    • marque_pierre
    • March 5, 2006 at 7:54 PM

    Hi there... 's been a while...

    Anyway, just wanted to share something I am working on.

    Don't ask what it is, and where it is gonna go, because I don't know. I just wanted to clear my artistic palette by forcing myself to do something completely new and fresh (for me at least...).

    This world has seen enough grimy spacemarines or military compounds, so... without further ado.

    [Blocked Image: http://www.marquepierre.com/abstract7.jpg]

    [Blocked Image: http://www.marquepierre.com/abstract72.jpg]

    [Blocked Image: http://www.marquepierre.com/abstract73.jpg]

    [Blocked Image: http://www.marquepierre.com/abstract74.jpg]

    [Blocked Image: http://www.marquepierre.com/abstract75.jpg]

    C&C is more than welcome!

  • totally random texture thread

    • marque_pierre
    • December 9, 2005 at 1:36 AM

    That blue on the toilet door is way too saturated and the white is too bright. Cut that back a bit, and you got a winner.

  • totally random texture thread

    • marque_pierre
    • December 7, 2005 at 6:59 PM

    Then do the plugin and then sharpen it up yourself. I remember an artist column article in Develop about painting your own normal maps in the channel palettes...

  • totally random texture thread

    • marque_pierre
    • December 7, 2005 at 4:31 AM

    evillair consider that the mortar between the bricks might have more chances of shining, since there will be crystal like particles in the mix. So adding a slight noise map to the mortar lines might be an idea.

    Just a suggestion.

  • totally random texture thread

    • marque_pierre
    • December 6, 2005 at 12:23 PM

    Talk about biting bullets.

    Well, I got in on the tail end when NW was a very promising mod for HL1. Today it is a different beast altogether. I am in two minds about it now. It appears that every lab must be like your bog standard corridors from Doom3 with grey/brown grungy visuals no matter where, when and what the setting is. That is so not what I am about. Yes, I am officially on NW, I guess...

  • totally random texture thread

    • marque_pierre
    • December 6, 2005 at 9:44 AM
    Quote from kleinluka

    Normal maps have replaced bump maps pretty much everywhere....

    Ahhhhhh dammit! Might as well start biting the bullet then. :roll:

  • totally random texture thread

    • marque_pierre
    • December 6, 2005 at 3:20 AM

    Guys... I am a little confused here. Bump maps versus normal maps.

    I have been using bump maps since for ever, and I love them. Normal maps is a different beast. New kid on the block, can do more and some of the same stuff as your old fashioned bump map.

    A lot of the talk I hear, is that normal maps have completely replaced bump maps in games engines. And you even have Photoshop plugins from nVidia that will convert a traditional black/white bump map to a normal map at the click of a mouse.

    Is it over for bump maps?

  • totally random texture thread

    • marque_pierre
    • December 6, 2005 at 12:22 AM

    Well, it is a gradual thing. You know grey reflects a little bit, white the most. Just like a bump map. I don't know if Source supports it, but I remember seeing things in HL2 which could (to my limited knowledge) only be attributed to something like specular maps. Mind you, these babies have been around since bump maps became a part of DirectX, so... I mean, they are in World of Warcraft for example. Hardly high tech/spec stuff...

  • totally random texture thread

    • marque_pierre
    • December 5, 2005 at 8:36 PM

    Specular maps control where specular highlights occur on your materials. So a completely black specular map would give a material that never ever shines. Completely matte. White gives of course a very shiny material.

    There are many great uses for them. Imagine a scratched body of a car. Where the scratches are the material underneath will be revealed, which most likely has a completely different ability to shine than the car paint. And so on... Bump and spec are my favourite maps. If you carefully paint them first, you can get away with a lot of errors on your colour map.

  • Yet another school project... :cool:

    • marque_pierre
    • November 30, 2005 at 9:55 PM

    Damn you guys. All you can talk about is modelling! I am a texture artist, the modelling bits are selfexplanatory, but the texturing is driving me crazy. See the cracks between the planks? There is something not right about them! But I can't put my finger on it...

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