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Posted

I agree - I think you are trying to put too much depth into it with highlights and shadows, where you should probably try and do it with a normal map. Better than I could do though :)

  • 2 weeks later...
Posted

Hello everyone,

I'm Kalashnikov from the Black Mesa: Source modification and as we are presently seeking texture artists to fill positions on-board the development team, we were wondering if any of you are interested in working on such a project. If this is not possible for whatever reason, would you be interested in seeing your work in the modification? There are many very good quality pieces of work here and we would be honoured to be able to use them in BMS. If interested, please contact myself via: kalashnikovo@gmail.com

Either way, keep up the excellant work.

  • 1 month later...
Posted

Hi guys, I finally got around to making the texture I promised... umm... a year ago? I still had an early template for the remake floating around and as I currently get back into texturing after a long pause from Photoshop, I thought a complex texture like this would be a good start to get into gear again.

Original:

console_96.jpg

Remake:

console_256.jpg

The photo references and handdrawn stuff don't blend together quite as good as I wished they would, but after several hours of fiddling with that bitch of a texture I decided it's good to go, heh.

BTW, as I know there's many industry buffs hanging around here: if any of your companies has use for a contractor in texturing or/and level design, I'd be glad to apply. Unfortunately I had to get out of a running project early and I'm actively seeking new projects.

Posted

Funny coincidence, I just wanted to fiddle a bit with normal maps tomorrow (haven't done that too much before). Normalmapping this texture is a daunting task, though... but what better way to learn :-D

So expect the normal map and an ingame shot sometime tomorrow.

Posted

how do you plan to do it? the best way to do it for something like this is probably to make a model of it. When i do stuff like this i usually make the normal map first to get the best results and make the diffuse map afterwards

Posted

Gaaah, model that flux capacitor thingie?! No way, too much hassle :shock: Stuff like that would likely be modelled in the first place, without creating a diffuse map with such detail at all. But as this here is more of an experimental thread about how to enhance HL1 textures, I think I stick with the much more time saving method of creating the normal map in PS from a grayscale image of the height proportions in the original diffuse map.

Granted, it will look a bit odd and not as fancy as a 'modelled' normal map - but it is just a training exercise for me and I think most base textures you do nowadays don't require such a complex normal/bump map anyway - the detail comes with the models.

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