Jenn0_Bing Posted June 15, 2008 Report Posted June 15, 2008 The two stone textures shared the same base, but the dirt and the grass have different bases. As for the "Nintendo look" i think the normal was too strong ive tried toning it down and it looks a bit better. But i also think im going to rework the stone textures to have slightly less of a gap between blocks. I do also plan on makign my own detail sprites eventually, those were just thrown in to help convey my idea. Quote
Chunks Posted June 26, 2008 Report Posted June 26, 2008 r_drawviewmodel 0 Looks nice, though the grass sprites obviously don't match. I think the grass goes rather well, my only complaint is that some of them are scaled a little too high. Quote
TeddyBear Posted June 26, 2008 Report Posted June 26, 2008 Like the thread suggests, a totally random post will follow: I'm currently building a machine that inputs any physical object and translates its true reflectance properties to specular, diffuse and normal information. One major application is the foundation of a library for scientific and artistic analysis, for sharing documentation regarding the complex interplay of the reflectance components that constitue a real-world material. The ambition is to make this technology available for anyone interested, as it may prove to result in valuable artistic insight for many. Speaking for myself, this opportunity has helped me evolve my understanding of material composition significantly. So, I am very much open to any serious contribution of raw material and will in return provide you with the texture map results for personal analysis. If I detect a general interest I may start a separate thread. A sample of human skin. Original resolution 8192x8192 pixels, spherically mapped. Quote
-HP- Posted June 27, 2008 Report Posted June 27, 2008 Meh... Just a "next-gen" texturing test! So not satisfied with it, but I'll post it here anyways... it tiles nicely tho! Quote
Buddy Posted June 27, 2008 Report Posted June 27, 2008 Still working on it? Nice. I arleady told you what I think about it so no need to post it here. As for the guy from this texture - wow he needs some skin treatment otherwise he will have scars forever Quote
TeddyBear Posted June 27, 2008 Report Posted June 27, 2008 Bad skin makes interesting textures Here's the real diffuse, specular and normal components of a metal box. Quote
DvS Posted June 27, 2008 Report Posted June 27, 2008 Looks very interesting, wouldn't mind seeing a render with all maps applied. It's a machine you say? Define machine. Quote
TeddyBear Posted June 27, 2008 Report Posted June 27, 2008 Sure, I will post renders by monday morning. Machine as in synchronized electromechanics, control units, processors, and sensors wired together. Quote
Nurb Posted June 28, 2008 Report Posted June 28, 2008 Wow Teddy Filip told me about this but I haven't seen the real result until now. I fully agree the previous poster in wanting to see the maps applied on a lowpoly mesh. Without knowing the specifics about how this works, what would you say are the largest limitations of this technology? Quote
Jenn0_Bing Posted June 28, 2008 Report Posted June 28, 2008 Yeah, that is simply awesome. I suppose it's limited to a certain range of object sizes, how well does it handle spherical objects? Quote
DvS Posted June 28, 2008 Report Posted June 28, 2008 Just for kicks I loaded the maps you posted into crazybump and checked the preview, and I've got to say, those are some awesome maps. How much work is one object, like that box? Quote
TeddyBear Posted June 28, 2008 Report Posted June 28, 2008 Scanning time for three 4096x4096 px maps and point cloud data is 700 ms. Processing and mapping is automatic. The largest limitation is space, namely the current 1,7x1,7 m scanning area. However, the technology allows for much larger apparatuses without a significant increase in production cost. The dimensions of the current studio maximally allows a 27 m³ scanner. Quote
e-freak Posted June 28, 2008 Report Posted June 28, 2008 anyone having inputs what makes up a good TF2 Texture - or how can I increase the TF2ish look of this texture? Quote
Buddy Posted June 28, 2008 Report Posted June 28, 2008 More hard-edge brush strokes visible and less small details Quote
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