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Stuff I've made for Decadence (HL2 mod)


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Posted

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.

Posted

Thanks for the crits everyone, will rework my texture as soon as I got some more spare time.

Quakis: I got something for you ;)

pompwallpaperpatterntutch8.jpg

Spent the remaining time of my lunch break for this, so I hope cookies are included :banjo:

Posted

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 =)

decadentwallpaperfa6.jpg

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.

Posted

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.

Posted

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 :twisted: .

Here's another texture I've made for Decadence:

decadentfacade02kx8.jpg

  • 4 weeks later...
Posted

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:

rooftile02dt4.jpg

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