Ooghijmiqtxxa Posted July 6, 2006 Report Posted July 6, 2006 Haven't done this in awhile. Been away along time. I was playing around and made a 2048x2048 diffuse. I still want to add more detail. make it tileable and take out patterns. Quote
General Vivi Posted July 6, 2006 Report Posted July 6, 2006 heres another texture . its a kitchen texture for a farm house Quote
PhilipK Posted July 6, 2006 Report Posted July 6, 2006 That's a huge tex Ooghijmiqtxxa. Nice detail level on it for being so large. Looks slick. Just the trim next to the bottom one doesn't look to have as detailed seams as the rest. But that is maybe on purpose. Anv vivi that looks kickass! Love the style. It's normal mapped too right? (does look like that) Anc cool Campaignjunkie I have planned to convert them to source as well so. Will just need to mix up source normal maps for them Quote
Pericolos0 Posted July 6, 2006 Report Posted July 6, 2006 oog thats great but ingame it would probably look thesame if it was 2048*512 or something like that ... it looks great but it also looks like a huge waste of texture memory because it hardly has any variation Quote
dissonance Posted July 6, 2006 Report Posted July 6, 2006 that'd be awesome if you could define certian areas of a texture to be tiling within a texture Quote
PhilipK Posted July 6, 2006 Report Posted July 6, 2006 you can always use decals of dirt and grime to break up a long tiling wall or so. Quote
Ooghijmiqtxxa Posted July 6, 2006 Report Posted July 6, 2006 Thanks for the comments guy. PhilipK: The bottom was the last part that I did so I skipped out on it a bit on the first run. I'm gonna make that the most beat-up part of the texture. Peri: Hi Peri! I was playing with a new monitor I got and it was fun to work on. Just wanted to see how it handled it. Here are some other ones I had laying around. The ones with windows are just to show how the decal would look on the texture. The first one has some noticable pattern on the right that runs down the whole texture. I'd fix it if someone wanted to use it but since it's going unused I'd rather work on something else. I have more, but they were for mods that haven't been released yet and don't wanna piss some people off so I'll just play it safe. Quote
Zeta Posted July 6, 2006 Report Posted July 6, 2006 They look nice but check the right side of the tarmac on the road textures - you've got some mirroring going on. Quote
General Vivi Posted July 6, 2006 Report Posted July 6, 2006 yeah you can definitly tell that he mirrored the side part over to the right. btw philip yeah my texture is normal mapped but it might be a lil undetailed. this is the origional normal map with just the normal map filter and this is it after i fooled with it for a sec to take away most of the gritty details is there a better way then the normal map filter? Quote
KoKo5oVaR Posted July 6, 2006 Report Posted July 6, 2006 I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7 Quote
Wile E. Coyote Posted July 6, 2006 Report Posted July 6, 2006 Ooghijmiqtxxa The tarmac looks good, but it is a bit too clean and unnatural. Even a new road will have noticeable wear and tear, tire marks, dirt tracks, and oil in the center from leaks and whatnot. The curbs also look unrealistic. From my perspective, it looks like the road is a lot deeper than the curb, which really isn’t the case in real life. Add a few grates here and there to spice it up, add a more realistic depth to it, and give the impression the curbs aren't as big as they appear. Also, as others have stated, the mirroring highly distinctive. If you were planning to mirror it in the first place, you could have made a 256x512 (or 512x1024) texture to save resources, and have the level designer be the one to mirror it. The tarmac looks excellent however; just fix up the flaws that can easily be touched up, and you’ll have one mighty fine texture. As for the second texture (honestly can't tell what material it is meant to be), it is highly noticeable that you used the clone tool a bit too much. The repetition is awful, so try not to use the clone tool as much. For variation, get a few similar photo references, desaturate, set to luminosity and lower the opacity. It's a lot better than cloning the same area over and over, and gives a more uniform look. As for the window, it doesn't flow with the rest of the piece, but it does look nice. Perhaps in another texture it would look better? The final texture I personally love, but the trim repetition is a bit too apparent. It seems you made a 512x32 trim and just slapped it on there side-by-side. If you are going to do that, add slight cracks and indents to break up any noticeable tiling. As with the previous texture, the windows simply don't flow, though opposite to the previous, I don't think they look too good. Overall, the texture is a very good looking, but it is a bit blurry and a sharpen filter > fade to 50% wouldn't hurt. Good work though! I love your style! Quote
st0lve Posted July 6, 2006 Report Posted July 6, 2006 I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7 it works with photoshop 6. Quote
Zeta Posted July 6, 2006 Report Posted July 6, 2006 Looking good vi Anyone got any normal map tutorials? Quote
Wile E. Coyote Posted July 6, 2006 Report Posted July 6, 2006 http://www.mapcore.net/forums/viewtopic.php?t=2339 Quote
D3ads Posted July 6, 2006 Report Posted July 6, 2006 I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7 Works for me... Awesome textures folks Quote
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