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Posted

ahhhh, that makes a lot more sense.

i need to start making my textures with models, heh.

anyone want to hook a brotha up with a .max scene of "how it's done"?

  • 5 weeks later...
Posted

Suggestions, feedback, comments:

mallwall001.jpg

It tiles perfectly and also it's made from scratch. It's going to be wall texture for mall. And I'm very noob at these, it's like first proper wall texture I have made.

Posted

its a bit way too clean and simplistic. impressive for being a "noob" at hand painting. It doesnt quite look like a right texture for a mall, but it's definitely a start. you could try playing around more with the transition from the white to dark places. right now its just kinda a single perfectly straight shadow.

Posted

its a bit way too clean and simplistic. impressive for being a "noob" at hand painting. It doesnt quite look like a right texture for a mall, but it's definitely a start. you could try playing around more with the transition from the white to dark places. right now its just kinda a single perfectly straight shadow.

Thanks. I'll try to add more detail, but it doesn't appear as sharp as I want it to be. Oh and if someone wondering which engine i'm making that, it's Source.

Posted

i wouldn't make a texturre from scratch. the results are simply worse than normal. (exept for spechial textures)

so here is my version of it i just added 2 layers. 1st with rust 2nd with plaster.

mallwall002.jpg

its maybe not as clean as you wanted it but more realistic.

Posted

its a bit way too clean and simplistic. impressive for being a "noob" at hand painting. It doesnt quite look like a right texture for a mall, but it's definitely a start. you could try playing around more with the transition from the white to dark places. right now its just kinda a single perfectly straight shadow.

Thanks. I'll try to add more detail, but it doesn't appear as sharp as I want it to be. Oh and if someone wondering which engine i'm making that, it's Source.

However, if you're planning on completely hand painting something i think that modeling a texture is the best approach (for most things, in my opinion) however you really can do better with some photorealistic overlays. It's easy to try out, head over to http://cgtextures.com and pick out a tiled rust, and mess around with blend modes. It can do wonders.

Posted

Even if you want to make a "clean" surface you can still add a fair amount of texture variation in the diffuse. It's mostly the spec that decides how clean the surface feels and the spec doesnt always have to go completely hand in hand with the diffuse.

  • 2 weeks later...
Posted

I'd go with a different font other than the standard TF2 text. Perhaps also don't have the 'Slaughterhouse' text overlap the skull like that.

You could even have 'Slaughter' on one side and the 'House' on the other side of the skull.

Posted

I'd go with a different font other than the standard TF2 text. Perhaps also don't have the 'Slaughterhouse' text overlap the skull like that.

You could even have 'Slaughter' on one side and the 'House' on the other side of the skull.

Okay, is there any particular font you'd recommend? Something that has a defined tf2 time frame esc feel?

  • 2 weeks later...
Posted

i think that's the second time i've ever seen good lighting in unreal - the first was in peris' abandoned colony...

Unreal 3 is a wonderful engine too bad Epic's stuff is really busy and noisy. I'm planning on doing a clean level just because Epic's levels hurt my eyes.

Posted

Looks great Mino! Love that you have some color in there :)

Also, totally agree with the Epic comment. I can't stand to look at a level in UT3... All that strange blur, over the top bloom in random spots, SUPER busy textures, often badly smoothed meshes... Ok that's enough...

Anyway, hope to see you eventually make a scene or level out of this!

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