Watermarks just encourage rippers to steal your work. By the way, what is with the two totally different types of leave sets?
Posts by Squirrelly
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Bob Ross scares me...
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Its a matter of experimenting, really. I mainly use the gradient tool for objects that I would see curving around surface, as if it were a pole or something similar. You can also use dodge/burn, but I find the gradient tool better for a smoother representation of the surface. Its all just a personal preference. It's ALL geometry. I used the shape tool (press 'U' for shortcut) for almost all of the texture, and brushed details such as wear and tear on top of it all. Its really hard explaining, as everyone uses a different method, but as I said at the begining, just experiment. Creativity is one of the greatest tools at your disposal.
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Has a Vice City vibe to it. Very nice work.
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I personally don't use the method, I just thought I'd inform people about it. Also, if you invert the image at step 5, you geta better representation of the height of the normal. It all depends on whether or not it uses ATi's method or Nvidia's; ATi inverts the X/Y while Nvidia doesn't. This is what it looks like with the image inverted...[Blocked Image: http://img142.imageshack.us/img142/4995/tutorial05inverted5cf.jpg]
/me Abandons tutorial.

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My allergies are bothering me across teh internets! Oh noes!
On a serious note, nice pictures. 
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That makes absolutely no sense, MaK. But the level is pretty damn nice.
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I'll ask Minos or someone else to do that. I haven't slightest idea how to use Hammer, so unfortunately I am unable to see how well it would appear in-game.
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I've written up an idiot proof mini-tutorial for the Insurgency dev. team on how to get nice looking normal maps without having to go through the process of creating a map based solely off of a model, but I thought I'd might share it with you guys as well. Before I begin, I have to say you should not always use this method, as sometimes it simply will not work. This tutorial is aimed at those who do not wish for the large hassle (some may disagree), but still, I recommend learning the mainstream method.
I'm going to be using Pericolos0's texture named "peri_sewer.jpg", which can be found here:
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Pericolos0/peri_sewer.jpg]
To start, open up your good ole' texture you have just created in Photoshop, and run it through a desaturation. You should have something like this:
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_01.jpg]
We then need to run it through the high pass filter. A setting between 5-10 should be good, depending on the texture you are working with. I used a setting of 5 and came up with this:
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_02.jpg]
Create a layer UNDERNEATH the base texture (you may have to create the layer, because you cannot place anything underneath the background layer, so just double-click it), and fill it with pure black. Return back to the base texture, and use the cutout filter on it (Filter > Artistic > Cutout), and use the settings: 8, 0, 3 respectively. Immediately after, fade the cutout with an opacity anywhere from 25-50. I used 40, and came up with this:
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_03.jpg]
Once again, re-apply the high pass filter. I used a setting of 5 again.
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_04.jpg]
Duplicate the base texture, and apply the gaussian filter to it with a setting of about 1, and change this layers opacity to about 20 and change the mode to "Exclusion". Change the opacity of the base texture to about 10 or so, again, depending on the texture you are working with.
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_05.jpg]
Finally, flatten the image and go up to the Photoshop normal map filter. Use the settings present in the following image:
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_06.jpg]
And voila! You have a rather nice looking normal map.
[Blocked Image: http://www.insurgencymod.net/team/upload/Users/Squirrelly/Insurgency/Normal%20Mapping%20Tutorial/Tutorial_07.jpg]
Much better than sending it straight through the filter. I hope this is of some sort of assistance to you all. Also, this is just meant for those who are too lazy to try a different method. I beg of you, don't send your textures straight through the filter! It just looks awful.
REVISION: Adjusted certain settings, and added the applying of the gaussian filter to a duplicated layer.
UPDATE: Be sure to invert the image at step five as you will obtain better results.
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Very unique representation. I love it!

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Pisses me off I can't access your website.
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I love it. I agree about some of the animations being borked, but the FPS aspects are oh so very fluid. I love how it feels when you are in a battle, or when you are knocked back. The environments are lovely, but I don't think they should have went with procedural placement of vegetation. I think they could have optimized the game by keeping it all the same throughout the entire game, instead of changing it each time you reload the area. The largest problem I see, is that once you start it up, you are fucked for the next 5-6 hours because it literally sucks you in. Oh well, it's still a kick-ass game.
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Very lovely... in a macabre way.
Nice work! -
orly?
It's still a WIP for crying out loud... it's not supposed to be a damn Picasso.
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Oblivion > Life
kthxbye
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Had no thought about the scale of the texture when creating it. It isn't even supposed to be used in-game. It was just meant to help me improve my overall hand-texturing abilities. Practice, if you will.
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The walls are too dirty in contrast with the floors. Spice it up on the ground to better reflect the wear and tear present on the walls. Otherwise, looks great!
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Looks like a Battlefield 2 modification more than anything. Same explosion effects, FFS! It isn't a modification, however, due to the fact the electrical surges on the mechs are near impossible to implement in Battlefield 2's engine due to it's limitations by regular mod makers. I say it is real, but it's deja-vu. I sense a flop (just like Battlefield: Vietnam, used Refractor 2 just like 1942 did.)
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Deftones - Be Quiet And Drive (Far Away)
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It's a start, but it needs more color variation. Try not to make anything with a monochromatic tone to it. Anyway, I've just completed another "Sci-Fi" type texture. I think this one is a lot better than the previous one. 100% hand painted (or rather made from scratch).
Diffuse:
http://img155.imageshack.us/img155/2766 ... 01d8pi.jpg
Normal:
http://img155.imageshack.us/img155/5240 ... 01n3se.jpg
Specular: