ElectroSheep Posted December 6, 2010 Report Posted December 6, 2010 Really like it but for actual ingame usuage you should consider doing the destruction one as a seperate map and then blend it in with vertex colors. Right now it would repeat pretty soon if you don't cover it up with decals. I will take a look at how to do that. Good idea! Edit : so ok, not the best paint, but it works Quote
keres Posted December 16, 2010 Report Posted December 16, 2010 That is one very sexy texture, sir. Bake out from zbrush, maybe? I'm currently baking high poly meshes to low poly props, so I should have something to show in a bit. I've encountered a strange problem with this, though. These meshes are not enclosed, and they share the same UV space as the high poly mesh. I'm lost as to how to fix this Quote
Mr. Happy Posted December 21, 2010 Report Posted December 21, 2010 Need advice on making textures for spilled oil, here's where I'm at: Not sure if I should darken the cubemap or do most of the darkening in the envmapmask. I dunno how does it look to you guys, somethings wrong. Quote
keres Posted December 23, 2010 Report Posted December 23, 2010 Try adding a tight, yet subtle specular to it. Quote
Vilham Posted January 22, 2011 Report Posted January 22, 2011 in unreal do emissive textures ignore all other properties? Im trying to make a see through slightly glowing texture but am having trouble getting the results I want. Quote
ElectroSheep Posted February 12, 2011 Report Posted February 12, 2011 Another materials Breadbird 1 Quote
Minos Posted February 12, 2011 Report Posted February 12, 2011 The cracks don't make sense, I'd just remove them altogether. Notice how the middle area of your tiles is all cracked and the edges are perfect. If you want to have cracks on the texture you will also need broader gradients, suggesting more structural damage. Right now it seems that someone grabbed a knife and cracked the tiles The diffuse/specular look pretty good though! PS: your green channel is inverted. Quote
ElectroSheep Posted February 12, 2011 Report Posted February 12, 2011 Hey, my green channel is fine So I made another one without any cracks, I can use a blend master now. Breadbird 1 Quote
Trempler Posted February 18, 2011 Report Posted February 18, 2011 My first selfmade texture is it ok ? Started today to really learn texturing, results so far ingame: Quote
Minos Posted February 26, 2011 Report Posted February 26, 2011 I re-textured this environment for a friend's Nokia N8 game. He's going to GDC next week to present the game, hope that helps somehow! Here's the arena ingame after he tweaked it a little: Working on low poly handpainted textures is so much fun. You are free to do all kinds of crazy uv mappings that is usually not possible with normal mapped textures. Breadbird 1 Quote
mjens Posted February 26, 2011 Report Posted February 26, 2011 No trees and bushes near the rocks? But still great to watch, hand painted textures in cartoon style is great! Quote
killmachine8 Posted April 20, 2011 Report Posted April 20, 2011 today: texture practice... normally i do 3d stuff. not the photoshop pro. looks ok though. approx. 1 hour "working" time. VERY W.i.P. of course. blueish stuff on the top half is just a placeholder. Quote
killmachine8 Posted April 20, 2011 Report Posted April 20, 2011 tiny update. removed placeholder with better looking placeholder. new dirt layer(s). also, put it ingame with experimental bump+specular. Quote
-HP- Posted April 20, 2011 Report Posted April 20, 2011 Hey, my green channel is fine So I made another one without any cracks, I can use a blend master now. I approve of this! Quote
ElectroSheep Posted April 23, 2011 Report Posted April 23, 2011 Aye, thanks HP I have some new one : But i should find a project to help me making interesting materials. Breadbird 1 Quote
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