Sindwiller Posted May 8, 2010 Report Posted May 8, 2010 My first attempt at a texture completely done from scratch, which I actually remade a few times because I was either not satisfied with it or I lost the diffuse along the process. I'll call the set... "SciFi Bathtiles for Cats" Quote
Minos Posted May 10, 2010 Report Posted May 10, 2010 Not bad Sind! You could try to overlay some photos to give an extra layer of detail. Just keep it subtle (like 10% or so of opacity) and it should look good Here's a sci-fi wall texture I made for a scene I'm working on: max's standard dx9 shader doesn't do specular maps justice though (too lazy to grab a proper shader) Quote
deceiver Posted May 10, 2010 Report Posted May 10, 2010 Looking good, I'd maybe add a bit more of surface detail in the diffuse though to give it a bit more of variation/nuance. As it is now, just looks like plain colors. Quote
PogoP Posted May 10, 2010 Report Posted May 10, 2010 This is my first ever 2d texture... From a high poly model baked onto a 2d plane. It just looks a little boring... Where am I going wrong? It's a wallpaper so it wouldn't be really grimy, I can't think of what to add! Quote
2d-chris Posted May 10, 2010 Report Posted May 10, 2010 too shiney, needs grime looks more like an ikea showroom painted wall than something you'd find in a game, if it's wallpaper make it look like wallpaper (stripes) bottom part rather than being freshly painted could be wood panels to give you some lines. Quote
Synthesizer Posted May 10, 2010 Report Posted May 10, 2010 If not grime then at least a bit of variation, mostly in the specular if you're wanting to keep it clean. Quote
Jenn0_Bing Posted May 10, 2010 Report Posted May 10, 2010 Hey, hope you don't mind but I did some work over the top of your texture. Your off to a solid start, I know you want it to be clean but don't be afraid to add a little grime, unless it's 100% brand new or in a lab clean room it's going to get scuffed and a little dirty. Most of what I have done is just overlay some slight grunge layers to add some colour variation, they are mostly on overlay blend mode with 10-30% opacity. I included some seams in the paper, and added some wood panels to the area of the bottom to sell the construction of the wall. The trim along the top is just a personal thing, and increased the contrast between the trim and the wood panels. I can send you the .psd if you want, drop me a line next time your on msn. Quote
PogoP Posted May 10, 2010 Report Posted May 10, 2010 Thanks guys! Texturing is a definite weak point of mine so all your tips are really helpful. Mark, I'll message you on msn later, cheers! Quote
ElectroSheep Posted May 12, 2010 Report Posted May 12, 2010 A generic wall I made yesterday for UT3 with a photo : Quote
hessi Posted May 12, 2010 Report Posted May 12, 2010 This is my first ever 2d texture... From a high poly model baked onto a 2d plane. It just looks a little boring... Where am I going wrong? It's a wallpaper so it wouldn't be really grimy, I can't think of what to add! judging from the style i would refer to my dod_kolsch textures. i don't have that many screenshots that show them in close detail, but you could add some vertical elements like beams as well as some trims at the top. http://www.thomashess.net/wp-content/up ... street.jpg http://www.thomashess.net/wp-content/up ... _dome2.jpg Quote
PogoP Posted May 12, 2010 Report Posted May 12, 2010 Thanks Hessi! I'll come back to this texture soon Quote
Minos Posted May 16, 2010 Report Posted May 16, 2010 Working on a few sci-fi tiling textures for a UDK scene. I'll be creating various modular wall/ceiling/floor pieces from these textures. Kind of an old school approach I know but saves a lot of time! The last screenshot is a bunch of trim textures placed together in the same material in case you are wondering. Crits are always welcome! Breadbird 1 Quote
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