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Posts by Method

  • Tutorial - Producing Level Design Ideas

    • Method
    • July 16, 2007 at 7:28 PM

    You guys are funny with your pseudo 3d comments. What's important is the level itself, not the sketches, unless you want to be a concept artist. Some skip sketching step and go straight to the editor itself. Don't limit yourself by making precise and clean sketches.

    -Method

  • Level Design Tutorials

    • Method
    • July 16, 2007 at 3:07 AM

    I created a new topic for it:

    http://www.mapcore.net/forums/viewtopic.php?t=9009

    -Method

  • Tutorial - Producing Level Design Ideas

    • Method
    • July 16, 2007 at 2:59 AM

    I decided to write a tutorial covering my methods of producing and documenting level design ideas. This tutorial covers where to look for ideas/inspiration and how to put them on paper for current or future reference. You can read the tutorial here:

    http://www.methodonline.com/ld_ideas.htm

    Feedback is welcome. What did you guys like? What did you dislike? What would you like to see more of?

    -Method

  • Level Design Tutorials

    • Method
    • July 15, 2007 at 10:45 PM

    Ok, maybe instead of mini tutorials, I'll just write one entitled "Level Design Inspiration" or something like that. That will cover where to look for inspiration, what architectual photo books have a lot of cool ideas and which publishers are very affordable. The second part will be about how to put your ideas on paper in understandable form, but yet at the same time not too defined. So in the future you can come back and get another idea of your sketch.

    Shadow: I like Interlopers site, but I'll host the tutorial on my website.

    -Method

  • Level Design Tutorials

    • Method
    • July 15, 2007 at 10:58 AM

    Hey,

    I have an idea of writing mini tutorials, which will cover looking for inspiration, sketching layout and ideas, etc. Something general and non specific for any game. Although it will be concentarted on FPS games.

    Would you guys be interested in reading something like that? Maybe you can throw some ideas what other topics I can write about.

    -Method

  • totally random texture thread

    • Method
    • July 14, 2007 at 2:17 AM

    Nysuatro: Look good man. Although they have an outdated style. In other words they look finished, but not polished. They lack little dirt and grime that wasn't added in games before, because the textures were 128 x 128 and 256 x 256. Now you have the ability to do 512 x 512 and 1024 x 1024. See what I mean? They're good, but can be pushed further.

    Take a look at Valve's textures. I usually try and compare my work with my favorite (recent) games. Not because I think I'm that good, but because I strive to be as good as possible compared to them. I spend lots of time analyzing levels and now textures. Seeing and guessing what sort of method they used to create them. Is that a photo that has been tiled or layers of photos. If so what blending modes were used. How can I recreate that? This bit is not concentrated towards you, but rather to explain how I do things, for those who are interested.

    -Method

  • totally random texture thread

    • Method
    • July 12, 2007 at 2:41 PM

    Looks good, but maybe add another layer of dirt between the bricks and mud/clay.

    -Method

  • totally random texture thread

    • Method
    • July 5, 2007 at 9:50 AM

    zeon: Looks good man Might want to add more dirt to the bottom and top part. As well as to what Fonfa suggested. Good work.

    -Method

  • totally random texture thread

    • Method
    • July 3, 2007 at 2:14 PM

    Minotauro: Looks good. I think it can look even better if you will slightly erase sharp edges of the window frame or use a blur tool to smooth them out. Same thing goes for the middle line.

    -Method

  • totally random texture thread

    • Method
    • July 1, 2007 at 10:48 PM

    PhilipK: I PM'ed you a week ago man. Check your MC inbox.

    Here's my quick brick wall with a window. I tried and used different photo reference for bricks, windows, sill, dirt and upper support.

    [Blocked Image: http://www.methodonline.com/temp/example.jpg]

    Photoshop file with layers can be downloaded here:

    http://www.methodonline.com/temp/example.psd

    Note: I didn't tile the bricks and upper support is most likely out of proportion, since those bricks should be bigger.

    Hope this helps.

    -Method

  • totally random texture thread

    • Method
    • July 1, 2007 at 10:02 PM

    I'll make one and upload .psd file with all the layers for you.

    -Method

  • totally random texture thread

    • Method
    • July 1, 2007 at 9:20 PM

    Well, in that case look for higher res images. Try CGTextures.com. Great site.

    -Method

  • totally random texture thread

    • Method
    • July 1, 2007 at 9:18 PM

    I suggest using photo reference to build the texture. It looks like you painted the frame and glass. Brick looks somewhat realistic. So the surfaces look a bit weird. Overall it's very clean.

    I think Hessi wrote a nice tutorial that relates to your texture:

    http://www.thomashess.net/exchange/tuto ... turing.pdf

    -Method

  • totally random texture thread

    • Method
    • June 27, 2007 at 5:12 AM

    I agree with Defrag. Unless of course you will model and generate normal map off it.

    Nysuatro: I found some .psd of the textures I made, if you're interested I can email them to you.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • June 26, 2007 at 5:47 AM

    the0rthopaedicsurgeon: Good work on the textures. Nice atmopshere. Although I feel like it needs more stuff laying around. Broken wooden planks, worn out paint decals on the floors, maybe paint buckets, etc. Looks promising, nice work.

    Check out this site for some inspiration:

    http://www.urbanatrophy.com/

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • June 26, 2007 at 4:15 AM

    the0rthopaedicsurgeon: Nice atmospehere. Are those stock textures?

    -Method

  • totally random texture thread

    • Method
    • June 25, 2007 at 2:22 PM

    killertomato: One love brotha'.

    Nysuatro: There's not really much to show man. Same methods apply for creating textures as I showed in my tutorial. Just lots of layers and color tweaks. Sometimes I look at textures that has been created for next gen games (games that support bump, spec and etc.) Then try and recreate them using photo reference from CGTextures.com. For example that metal floor texture, I was inspired by some of HL2 textures. Tried to create something similar.

    The best way to learn and become proficient at something is to study masters. So look at the textures from your favorite game and try to recreate them. You WILL learn a lot from that. I did the same thing with level design. I would spend lots of time analyzing levels from my favorite games.

    I just realized that I make big mistake by not saving the .psd files. I usually flatten the layers and make sure they're tilable. Thus overwriting the layer stack. Otherwise I would have lots of .psd files to show as an example. I'll make sure to save .psd in the future.

    -Method

  • testing new site

    • Method
    • June 25, 2007 at 9:45 AM

    Nice. Very nice.

    -Method

  • totally random texture thread

    • Method
    • June 25, 2007 at 1:15 AM

    You don't have to credit me in any way. That sign was a quick texture. I see your point of learning by yourself as well. Do whatever you wish man.

    -Method

  • totally random texture thread

    • Method
    • June 25, 2007 at 12:36 AM

    Rick_D: I don't follow Rick? Maybe I missed something.

    Sentura: Believe it or not, but that font is Impact. It's a default font that comes into font package on most computers. It's the fattest one.

    I used this image as the background (well yellow part):

    http://www.cgtextures.com/getfile.php/2 ... a3180b4e91

    This is the rust I used:

    http://www.cgtextures.com/getfile.php/1 ... a3180b4e91

    Simply paste it as a new layer to the yellow metal and set the layer mode to Darken. It should hide everything but the rust. Rescale and play around with it's position.

    Also, like I said previously, always work with the size you will end up in the end. Otherwise you will waste a lot of time once you scale the texture down and loose the detail you put.

    Btw if you want you can use the sign I made. I don't mind.

    -Method

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