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Posted

that one looks really good, keep it up!

but those two before, they feel a bit to noisy, try cleaning out the "randomness" a bit, it doesnt have to be so noisy.. the last texture you posted feels much better..

Coming from you thats a damn fine compliment. Considering the first texture I ever posted in here was crap I think getting a compliment like that means something has sunk into my thick cranium.

Posted

that one looks really good, keep it up!

but those two before, they feel a bit to noisy, try cleaning out the "randomness" a bit, it doesnt have to be so noisy.. the last texture you posted feels much better..

Coming from you thats a damn fine compliment. Considering the first texture I ever posted in here was crap I think getting a compliment like that means something has sunk into my thick cranium.

dude, you havent seen my first textures, compare to my first textures yours are elit'.. nobody is born with the knowlage, you can only practice and practice and do it.. you know..

you have some skills man, keep it up, there's no limits on how good you can be, its all about the self-attitude.. you have to push your self to the limit =)

Posted

Hi peoples, I've taken a long hiatus whilst I've been working in the fantastic job of public service (read: pouring pints). I started my first holiday in 8 months recently and what am I spending it doing? That's right, game related stuff.

Skip to the end,

I'd love some feedback on a couple of textures I have made in Photoshop. I am NOT an experienced texture artist I have some experience of texture designing, but it has not been my forté, so I would appreciate any observations on your parts whether they be good or bad! To the textures;

somemetal01cz6.jpg

This was intended as a simple 'big plate' floor for some sci-fi setting. The photoshop layers look like hell, but I guess at this stage I'm more focused on making it look good than making it tidy. Abundance of layer effects crossed with filters, and good old fashioned pressure pen work.

stonewall01xm2.jpg

Again more photoshop blending effects than you can shake a stick at (mostly drop shadowing, though the moss uses a pattern,gradiant, and edge stroking). I got it in my head that photoshop layer effects are a bad idea but they're so very useful.

I started this one by simple drawing all the stones in pure black with no gradation at the edges, and then using that stencil with layer effects to get the base colour & indentation. Then came a global noisy layer for detail, and another layer with fine tuning light/dark areas. Moss is seperate layer, as is the brown colouring on the stones.

I had some fun making a heightmap (and so a normal map) for this texture, and rendering it in Max with some lighting.

stonewall01rendermf9.jpg

I'm not very convinced about the top part of this texture, as the stones look very different (perhaps because they are a larger size and more spaced out)...I'm not sure yet what to do about that.

So, those texture artist gurus out there, anything you can suggest to me? Although I think I know the best suggestion...which is keep practicing practicing practicing!

Posted

For the stone wall, I notice that the bottom part of the texture is far too soft compared to the top half, giving it a major blur which I think should be make sharper - unless its my eyes playing tricks on me. As for the moss, it feels a little pasted and unrealistic. The way I'd see it, would grow on top of the stones between the cracks with bits sticking outwards over the stone rather than "pasted" over.

As for the first one, seems to be a pretty decent texture and I don't see any major faults with it, except those black shadows under the rivets (could be less black or removed all together)

Posted

Thanks Quakis, some good and valid points there :) I'm more interested in making the rest of the stone wall look soft than making the bottom look sharper I think, but I'll try and rework the moss.

I'm working on another sci-fi texture to go with the original, part of the same set but not really in the same style (I'm a bit care-free right now).

It's not finished, but this is what I have so far;

somemetal02kh7.jpg

My big worry is that in this day and age of CG I am painting in too much reflective/highlighting onto the materials...the bottom of this texture is highly suited to a normal map, which I can do easily, but I guess for the moment I am more interested in painting in the highs n lows for general practice.

Thanks dissonance for liking that render :) I should point out that it is a 3D model though (displacement maps) and not a normal/bump map.

*edit*

oh, I 'cheated' a little for this last texture by overlaying some metal pictures from cgtextures on the lower half of the image (for added texture only), but the top half is all photoshop.

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