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  1. Teddy, My goal is to make textures ready to use for mappers in a hl2 mod, so tiling the textures is somewhat necessary. Could you provide an example of what you would consider a good exterior building texture so that I can see what you are trying to expain to me? I didn't think the ones Pericolos0 provided looked very real. I really don't want to come off as stubborn, as you can probably guess some of these are back from the HL era and I'm trying to understand the points that you are making.
  2. We're clearly not seeing eye to eye here. Those texture link you gave...they look hand drawn....they don't look real. I just don't like the way any hand-drawn textures look. They don't have enough lighting geometry and I'm frankly not impressed with how normals and bump maps look compared to real shadows. My textures are from photographs....they look real. Yes, some are blurry, but not all. Does this look blurry to you? In terms of interestingness, that's definitely subjective. Most of what I'm showing here are generic materials that are tiled x and y, which is going to require removing a lot of the "interesting bits." I'd like to understand the feedback that you're giving me, but it comes across more as insulting than constructive.
  3. I find that an interesting comment...a few of those might look a bit blurry since you're looking at full zoom, but in my experience in-game they look fine. Compared to standard handrawn, default or CS textures, they're certainly more sharp. Here are some in-game screens
  4. I'm working on a large photo-texture set. I've uploaded the draft versions to flickr. Some aren't powers of 2 yet, but they're seamless and perty. On top of that, they're creative commons attribution license, so they're ok for commercial or non-commercial. I'd appreciate your feedback. Here's a bunch of samples from: http://flickr.com/search/?q=textures&w=37452694%40N00 ********************************************** Also some reference photos for your viewing enjoyment http://flickr.com/search/?w=37452694%40 ... nce&m=text
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