Minigun_Fiend Posted March 31, 2005 Report Posted March 31, 2005 My firt try at redoing a HL1 texture; please don't flame, just give constructive criticism NB: Do you think the dodge is a little strong? I'm not sure. Quote
DaanO Posted March 31, 2005 Report Posted March 31, 2005 Edges look all a bit too shiny and the textures could be sharper as well. Quote
ReNo Posted March 31, 2005 Report Posted March 31, 2005 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 Quote
Kalashnikov Posted April 10, 2005 Report Posted April 10, 2005 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. Quote
kleinluka Posted April 10, 2005 Report Posted April 10, 2005 Didn't you guys already open up a thread about this in Classifieds? Quote
Term Posted June 9, 2005 Report Posted June 9, 2005 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: Remake: 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. Quote
DaanO Posted June 9, 2005 Report Posted June 9, 2005 I think it looks really cool, only that post-it note looks a bit strange. Quote
Term Posted June 9, 2005 Report Posted June 9, 2005 Yeah, it's just a reminder for me, it reads "Get a job you bum!" /edit The "sans post it" version: Quote
mike-0 Posted June 9, 2005 Report Posted June 9, 2005 i think mapcore should take over the "black mesa source" team i need to look up some tutorials about texturing Quote
Pericolos0 Posted June 9, 2005 Report Posted June 9, 2005 lol good luck with that Looks awesome term . I like the small details. This would looks very cool if it were properly normal mapped and with a right spec map etc Quote
Term Posted June 9, 2005 Report Posted June 9, 2005 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 So expect the normal map and an ingame shot sometime tomorrow. Quote
Pericolos0 Posted June 9, 2005 Report Posted June 9, 2005 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 Quote
Term Posted June 9, 2005 Report Posted June 9, 2005 Gaaah, model that flux capacitor thingie?! No way, too much hassle 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. Quote
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