static07 Posted December 6, 2007 Report Posted December 6, 2007 have some remaining glue where the paper got ripped. Looks quite good tho. Quote
Sly Assassin Posted December 6, 2007 Report Posted December 6, 2007 I think you should slighty remove some depth from the missing pieces of paper. It looks more like the wallpaper is around 3-4 millimeters thick and that when it's come off it's letting you see a big fat edge. My 2 Cents BTW Loving it other then what I pointed out. Quote
Pomperi Posted December 6, 2007 Author Report Posted December 6, 2007 Thanks for the crits everyone, will rework my texture as soon as I got some more spare time. Quakis: I got something for you Spent the remaining time of my lunch break for this, so I hope cookies are included Quote
D3ads Posted December 6, 2007 Report Posted December 6, 2007 I hope you all don't mind that I bump my old thread a little... Here's a recent wallpaper texture I've made. The pattern is my own design =) I'm aware that it doesn't tile very well due to the unique damage, but in smaller places it isn't too obvious. If any of you have any crits or advises of things to improve with my texture, I'm dying to hear it. Trying as hard as I can to improve my work. Cheers! That looks fantastic! It looks more like plaster though, with the way it's broken up. Quote
Quakis Posted December 6, 2007 Report Posted December 6, 2007 Spent the remaining time of my lunch break for this, so I hope cookies are included Some stuff there I wasn't doing right, I'll have to give it another go. Thanks. Quote
Pomperi Posted December 6, 2007 Author Report Posted December 6, 2007 Thanks! Here's another one, also made for Decadence mod: Quote
merkaba Posted December 6, 2007 Report Posted December 6, 2007 They look fantastic, but I wonder what you are rendering them in? AFAIK Source doesn't support specular highlights on BSP materials, so I think the textures might lose some of their wowness in the engine. That's just speculation, they look like they're rendered in a Doom3/UT3 type engine in those screenies; if they look that way in Source then much props. Quote
JamesL Posted December 6, 2007 Report Posted December 6, 2007 3dsm / maya I should imagine. They look ace either way though, wish I could make textures that good... Quote
General Vivi Posted December 6, 2007 Report Posted December 6, 2007 Did you start rendering like this after i showed you that one scene a long time ago peri? Quote
Pomperi Posted December 7, 2007 Author Report Posted December 7, 2007 JamesL is right, I've rendered the screens in 3ds Max. It doesn't look quite the same in Source, but it's a good way to preview textures, and to render portfolio material. vivi: Haha! I think you're right, except the scene you once gave me only had one white light in the middle, and the bump map wasn't connected to a normal bump, just a regular bump map. Come to think of it, you might be the reason why I subconsciously choose to do my renders in Max when I'm actually a Maya user . Here's another texture I've made for Decadence: Quote
merkaba Posted December 8, 2007 Report Posted December 8, 2007 Great stuff, Pomperi - real nice to look at! Do you mind me asking how you do your normal & env maps? Quote
Pomperi Posted January 3, 2008 Author Report Posted January 3, 2008 merkaba: Sorry for the late reply. Some of the normals in these are half modelled, half crazybumped by blending the maps together in Photoshop using the Overlay blending mode. Most are mostly done with crazybump and Photoshop with the same method as above, except I've painted different black and white images that I've crazybumped and then combined in photoshop. The speculars are usually based on a black and white version of my color map with high contrast with more material blended into them and areas covered/darkened/lightend to make it represent the material properties better. I never start out my textures by modelling them, because I'm more comfortable with creating the layout in 2d, but sometimes I model my normals using my color map as reference. Back to business, here's a new texture: Quote
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