Nurb Posted February 27, 2009 Report Posted February 27, 2009 Well I can try. The diffuse started out stylized, making the grouts (aligned to grid) and doing some basic edge definition. Then I used about 4 concrete photos in overlay to create the base texture for the tiles (different concrete to different tiles to create some variation) and I also put a base texture into the grouts using the same method. After that I took a rough concrete and masked it in to make the edges of the blocks worn. Then I made some more edge definition using just a small brush and I kept going like this for a while, half painting and half adding photomaterial. I also use the healing brush to paint in som unique details from photo references. As for the normal map I just made a basic normal bake from the diffuse in crazybump, then I painted the grainyness away manually with a soft brush using the neutral 128,128,255 color. I also did a second crazybump iteration where I made a heightmap using the grouts layer to make those more defined. The resulting normalmap I overlayed over the other one (remember that it's usually good to uncheck that blue channel when you overlay normalmaps). The specular is just desaturation/playing with levels/adding a grungetexure on overlay. Hope that helped some atleast Quote
cardo Posted March 4, 2009 Report Posted March 4, 2009 yeah great, thanks lol, sounds as confused as me I know very little about texture creation but I think it looks amazing. It has real depth to it even without it's other layers. Great work! Quote
Jenn0_Bing Posted March 14, 2009 Report Posted March 14, 2009 A few of the textures i have been working on for a project at Uni. These are just an example of each style I've been putting sets together for. Not so happy with the last one, it needs some more work. Breadbird 1 Quote
hessi Posted March 15, 2009 Report Posted March 15, 2009 the textures look nice! there is only one complain: many of these details you included (such as a door, window or other 3d structure) would actually be made of geometry because it would probably look too flat. taking that in mind you would create separate UV sheets for those objects instead of using a wall texture. other than that: really nice, sharp and clean textures! would perfectly fit into the hl2 content. Quote
e-freak Posted March 15, 2009 Report Posted March 15, 2009 solid work! not sure about the first ones huge height-differences (it seems there's a step back in the middle part?, which might look a little bit random in todays engines (if it's for a close-to-eye wall). edit. beaten by hessi Quote
Jenn0_Bing Posted March 15, 2009 Report Posted March 15, 2009 Thanks for the comments guys. Depth is a problem, I'm hoping to model out some of the bigger details like the windows, but it all depends on time I've only got just under 2 months to get this all done along with my team. I think I might drop the strength of the shadows down in the top one a bit to make it look a little shallower. I'm glad you think they'd fit with HL2's textures, as that was my plan . Quote
Steppenwolf Posted March 28, 2009 Report Posted March 28, 2009 What do you mean "cave" ? i think he means the thin metal structure that usualy holds the different parts of stained glass windows together altho im not sure this would be called cave Quote
Skjalg Posted March 28, 2009 Report Posted March 28, 2009 I think he means the cave in the hl2 tech thingie that we've all seen a couple of years ago, when we first ran hl2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.