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Posted

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 :tinfoil:

Posted

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!

  • 2 weeks later...
Posted

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.

Posted

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 :D

Posted

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 :celebrate:.

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