jayrabbit Posted November 14, 2004 Report Posted November 14, 2004 Here's the first rusty metal texture i ever made... i'm still learning - so tell me what should i do better next time? Quote
curman Posted November 14, 2004 Report Posted November 14, 2004 oh pfft no more red X's your beveling looks off for some reason Quote
Carbon14 Posted November 15, 2004 Report Posted November 15, 2004 Not to put a downer on peoples work, but a lot of these textures would seriously benefit from normal maps, and some of them are pretty much redundant. For instance no matter how beautiful that HEV recharger texture is, if you were to be making this sort of stuff for a modern game such an object would be a skinned, normal mapped 3d model, not a block with a beautiful texture on it. Some amazing work here tho, possibly some of it could be brought into a 3d app and then a normal map created for them later. Quote
InsaneSingingBlender Posted November 15, 2004 Report Posted November 15, 2004 or you could bump map them Quote
st0lve Posted November 15, 2004 Report Posted November 15, 2004 But this is a texture challenge, not a model challenge. And its for fun. Quote
amckern Posted November 16, 2004 Report Posted November 16, 2004 Thanks guys, these textures realy helped my hl1, svencoop map, how ever there was a glue texture missing, so i just took a chunck out of one of the textures http://ammahls.com/sc/2bases20001.JPG http://ammahls.com/sc/2bases20002.JPG I will upload the glue, though i wont claim it to be my work Adam edit I think the person that made the med machine tex, should make it a little more dif, it looks to much like the old one . Quote
kleinluka Posted November 16, 2004 Report Posted November 16, 2004 I think the person that made the med machine tex, should make it a little more dif, it looks to much like the old one . Well yeah that was the point of the thread Quote
djedj Posted November 16, 2004 Report Posted November 16, 2004 normal mapping your stuffs is not that hard, I just did a fast try with this one: http://mapcore.net/forums/viewtopic.php?p=16108#16108 And I output that: Quote
kleinluka Posted November 16, 2004 Report Posted November 16, 2004 Now you need to add some of the structure to it and the cracks etc. Would look really cool then. Quote
djedj Posted November 16, 2004 Report Posted November 16, 2004 not easy with 512 maps, it should come with bump map, not normal map, because there is a minimum pixel width to render depth on normalmap Quote
Tisky Posted November 18, 2004 Report Posted November 18, 2004 Is that my rock texture? If so, cool! Quote
kleinluka Posted November 18, 2004 Report Posted November 18, 2004 not easy with 512 maps, it should come with bump map, not normal map, because there is a minimum pixel width to render depth on normalmap No it's actually quite easy to do that. Paint a greyscale map in Photoshop, black is down, white is up. Then convert that into a normal map. This way you can have more dynamic structure to your normal map without having to model it. I do it every day and it works fine for me. The painted way isn't always the best way but it can do most normal maps pretty well if your grayscale map is good and defined. Quote
mikezilla Posted November 18, 2004 Report Posted November 18, 2004 not easy with 512 maps, it should come with bump map, not normal map, because there is a minimum pixel width to render depth on normalmap No it's actually quite easy to do that. Paint a greyscale map in Photoshop, black is down, white is up. Then convert that into a normal map. This way you can have more dynamic structure to your normal map without having to model it. I do it every day and it works fine for me. The painted way isn't always the best way but it can do most normal maps pretty well if your grayscale map is good and defined. Quote
Pericolos0 Posted November 18, 2004 Report Posted November 18, 2004 or you can use a bumpmap on your model, and render that into the normal map too Quote
kleinluka Posted November 18, 2004 Report Posted November 18, 2004 Bump maps are greyscale maps.. But the sort of greyscale map you need for the normal map conversion is different from the usual bump map as you cant have too much fuzz in it or the normal map will look pooish. You can take your diffuse, desaturate it, then mess with levels till you have something that is useable (check the preview pane in the normal map converter in PS to see what it looks like). Sometimes you have to manually go in and brighten some parts up in order to get the right effect. Quote
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