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Posts by Method

  • totally random texture thread

    • Method
    • June 24, 2007 at 1:53 PM

    Here made a quick sign:

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

    -Method

  • totally random texture thread

    • Method
    • June 24, 2007 at 12:53 PM

    I think the reason it looks weird is because the metal looks like a fabric. Too vertical bumpy and soft. Look at this reference:

    http://www.cgtextures.com/getfile.php/2 ... 302ff262b3

    See the difference? Also try and work in the size the texture will be at the end, otherwise you'll waste a lot of time adding detail that won't be seen once you scale the texture down.

    -Method

  • totally random texture thread

    • Method
    • June 24, 2007 at 11:31 AM

    I check once in a while, hoping to see some of your guys work, but you rarely post. Here's some of my recent stuff to get you started:

    [Blocked Image: http://www.methodonline.com/temp/comparison6.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison7.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison8.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison9.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison10.jpg]

    Give some feedback and post your work.

    -Method

  • [WIP] zs_merge

    • Method
    • June 17, 2007 at 4:16 AM

    Here are a few quick suggestion on how to improve second screenshot:

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

    I strongly suggest looking at industrial photos reference for ideas on what things can be put into your map, along with what color schemes work better.

    Here are a few places that should get you started:

    http://www.dubtown.de

    http://www.hfinster.de

    http://www.zahkunst.net

    http://www.undercity.org

    http://www.sleepycity.net

    -Method

  • Quake 4 - Method's Hideout (WIP)

    • Method
    • June 17, 2007 at 3:00 AM

    ^Slick: Thanks. Like Psychokiller said everything is custom. No models though. Just brushes, patches and textures.

    KungFuSquirrel: I need to freshen my knowledge about draw calls. I'll ICQ and bother you with questions soon

    -Method

  • Quake 4 - Method's Hideout (WIP)

    • Method
    • June 16, 2007 at 11:37 PM

    ^Slick: What I mean by polygons is how many of them seen (on average) in any given view. That shows how much I optimize the map. The colored pictures show light count, that shows how fast the map will run. I cannot post how many FPS (Frames Per Second) I get, because everyone has different specs on their computers. Basically, that info is more interesting to developers or mod people that work with id tech.

    -Method

  • You Are Empty, released on GamersGate!

    • Method
    • June 14, 2007 at 6:03 AM

    The more I play, the more I seem to like the game. If this game would be done with bump and spec maps it would be one of the best looking games out there. What this game does excessively is give an illusion of a bigger world. You can come across a room with windows and see part of the city you can't go to. I know some games do that, but not to this insane level. From level design standpoint whoever did the levels really understands form and space. Quiet inspirational actually.

    Gameplay is not too bad either. Enemies vary based on the environments you're in. Interesting mini quests. For example, early in the game you have to cremate some guy and after he burns, you can get a key off his ashes and bones.

    Some bugs, similar to when Stalker came out. Overall an enjoyable experience from gamer and designer stand point. Might not be next gen game, but still they managed to create fairly realistic rubble using brushes. Like I mentioned before, if you're into level design, you might want to check this out.

    -Method

  • You Are Empty, released on GamersGate!

    • Method
    • June 14, 2007 at 4:02 AM

    I got to play the first few levels and I seem to be fairly happy with the game. The atmopshere is one of the most important parts of the game and what this game did right was nail it. Negative aspect is that the characters are not that good compared to newer games and the things you can interact with are highlighted. The level design is very nice, given illusions of choice and having dead ends with secrets.

    I want to go and play more, so might write a more detailed review of the game.

    -Method

  • You Are Empty, released on GamersGate!

    • Method
    • June 13, 2007 at 11:09 PM

    I bought the game. Downloading now. Will post what I think about it, once I'll get a chance to play it. I'm myself Russian, now live in US, but I do love the Soviet architecture.

    -Method

  • id's new game / engine

    • Method
    • June 12, 2007 at 3:12 AM

    Shaky cam on YouTube:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Hopefully higher res video will be available soon.

    -Method

  • totally random texture thread

    • Method
    • June 10, 2007 at 6:06 AM

    I guess what you're talking about is not the technique, but an eye for the visual. It comes down to either you got it or not. So it's different for individuals. Knowing when it's done and when something needs a better polish. Also knowlege of the materials you're making textures from will greatly increase your skill. Inner gut feeling. You know what I mean?

    It depends on the situation if you would use a photo reference or make it yourself. In case with the metal texture I used photo reference.

    -Method

  • totally random texture thread

    • Method
    • June 10, 2007 at 12:13 AM

    Sentura: Sorry man, I read that before, but figured maybe you aready saw the link I posted on the preious page to the tutorial. Here it is:

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

    Hopefully you'll find it atleast a bit useful.

    -Method

  • totally random texture thread

    • Method
    • June 9, 2007 at 11:24 PM

    Heh, thanks guys. You're too nice. I was expecting comments like the wood is placed unrealistically. The texture is too dirty or too bright. I guess I'll wait for Hessi to post

    I got an idea of using a layer mask for the wallpaper and replace the patterns to create a few nice run down walls for the old building or a hotel. I never use masks though.

    -Method

  • totally random texture thread

    • Method
    • June 9, 2007 at 9:53 AM

    Was looking through CGTextures and came upon tiles which I thought would look good as a wallpaper for some rundown building.

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

    Build a quick room to test the texture:

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

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 6, 2007 at 2:37 PM

    Nice work guys. Glad I could help a bit.

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 5, 2007 at 9:07 PM

    Good luck at the new company, Z.

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 4, 2007 at 1:46 AM

    Zombie: I've seen some posts about it on these forums, but without any images of the program didn't want to try. Looks very good, I especially like the colored preview window.

    Here's a comparison:

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

    Thanks Zombie, how's work at SD btw? Do you remember me, Method from Doom 3 days?

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 3, 2007 at 11:09 PM

    Rokusho39: Glad the tutorial could be of help.

    You can take your texture further by adding dirt, grundge and other things that show detail. I took about 5 mins to overlay a few other textures and ended up with this:

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

    Also don't have those paint lines so straight. Take a small brush and make edges uneven.

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 3, 2007 at 9:52 PM

    I added bump and specular section as well:

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

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 3, 2007 at 10:56 AM

    I suggest making your own brushes. It's better to have your personal stuff, unique in a way. Once I'll find some time, I will go into how to create brushes for Photoshop, but to tell you the truth, I rarely if never use custom brushes for texturing. It's mostly round fussy texture.

    These some of the brushes I created:

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

    -Method

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