• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • Avatar of azgag
  • [QUOTE=comet1337;33326666]they should update it[/QUOTE] idk man, I would rather have a working Hammer with no multi-blend support than a broken Hammer with mutli-blend. knowing how Valve "updates" or "fixes" things...
  • Avatar of Youme
  • [QUOTE=Firegod522;33314231]Right, thanks for the information. [t]http://dl.dropbox.com/u/3779442/Screenshots/rp_dr_outlands_asw0009.jpg[/t] flow map[/QUOTE] Nice, you using houdini to generate that or some other method?
  • Avatar of azgag
  • hai [t]http://www.azpromapper.com/DL/Textures/az_metal_floor01.jpg[/t]
  • Avatar of NotExactly
  • [QUOTE=azgag;33330688]hai [t]http://www.azpromapper.com/DL/Textures/az_metal_floor01.jpg[/t][/QUOTE] That's awesome, how did you make it? The texture itself I mean, not the normal/specular maps.
  • Avatar of azgag
  • [QUOTE=NotExactly;33331444]That's awesome, how did you make it? The texture itself I mean, not the normal/specular maps.[/QUOTE] made a high poly model, and a low poly (just a simple plane). Baked a normal and ambient occlusion map on the low poly model (using xNormal). Then I started to paint the diffuse map in Photoshop etc. that render is in Maya 2012
  • Avatar of Civil
  • [QUOTE=azgag;33330688]hai [t]http://www.azpromapper.com/DL/Textures/az_metal_floor01.jpg[/t][/QUOTE] If you are going to release that will it be a texture for brushes or a model?
  • Avatar of azgag
  • [QUOTE=Civil;33335835]If you are going to release that will it be a texture for brushes or a model?[/QUOTE] a texture (that's why my low-poly mesh is a simple plane), with diffuse, normal and probably specular (still need to do some research on how to make a good looking one). I don't think I will be releasing this alone, but with several other textures as a texture pack or something. (if you can't wait, or have texture ideas, feel free to contact me)
  • Avatar of mopman999
  • [QUOTE=azgag;33336135]a texture (that's why my low-poly mesh is a simple plane), with diffuse, normal and probably specular (still need to do some research on how to make a good looking one). I don't think I will be releasing this alone, but with several other textures as a texture pack or something. (if you can't wait, or have texture ideas, feel free to contact me)[/QUOTE] Making a large pack of shiny metals would be awesome, just simple colors though like red green blue, kind of what you have here
  • Avatar of sltungle
  • [QUOTE=azgag;33330688]hai [t]http://www.azpromapper.com/DL/Textures/az_metal_floor01.jpg[/t][/QUOTE] ... absolutely beautiful.
  • Avatar of Kavukamari
  • Beautiful textures, they make me want to try and make some, but I'd need to learn how to I guess :P
  • Avatar of Hazard24
  • Made some more textures [img]http://1337upload.net/files/testmap0014.jpg[/img] Trying to give them a realistic bumpmap [img]http://1337upload.net/files/testmap0003.jpg[/img] And them on a old map, sorry I've been on my laptop so not the best graphics [img]http://1337upload.net/files/is_cliffs0013.jpg[/img]
  • Avatar of azgag
  • nice Hazrd, there's one thing on the 1st screenshot, you can see darkspots. it makes you texture looks too tilable, on small surfaces it will look awesome but on really large surfaces it won't you might wanna try to tone down those spots [t]http://img809.imageshack.us/img809/95/darkspottile.jpg[/t]
  • Avatar of NotExactly
  • Does anyone know how to make textures look realistic (you know, scratches and dirt and stuff) without making them look post-apocalyptic? I find it hard to find that middle ground.
  • Avatar of Kuro.
  • Anyone know how to make it so that shining your flashlight directly on a texture with a bumpmap won't make all of that detail disappear?
  • Avatar of Firegod522
  • [QUOTE=NotExactly;33465241]Does anyone know how to make textures look realistic (you know, scratches and dirt and stuff) without making them look post-apocalyptic? I find it hard to find that middle ground.[/QUOTE] Try using $detail [t]http://img156.imageshack.us/img156/306/withwithout.jpg[/t] [QUOTE=Kuro.;33470157]Anyone know how to make it so that shining your flashlight directly on a texture with a bumpmap won't make all of that detail disappear?[/QUOTE] That is kind of the point of the flashlight. You can make it darker if you want, or make a more detailed bumpmap.
  • I've been working on this road texture for too long: [img]http://shrani.si/f/B/uW/3SiXR8j2/test0026.jpg[/img] [img]http://shrani.si/f/2y/EV/1XTTiMJI/test0027.jpg[/img] You can paint on the cracks.
  • [QUOTE=Yanzl;33475922]I've been working on this road texture for too long: [img]http://shrani.si/f/2y/EV/1XTTiMJI/test0027.jpg[/img] You can paint on the cracks.[/QUOTE] [img]http://www.1337upload.net/files/h__lm__nki.png[/img]
  • Avatar of Hazard24
  • Now since I'm on my main PC [thumb]http://www.1337upload.net/files/is_mountains0003.jpg[/thumb] Yay for custom textures
  • Avatar of hiyougami
  • [QUOTE=azgag;33330688]hai [t]http://www.azpromapper.com/DL/Textures/az_metal_floor01.jpg[/t][/QUOTE]Lovely and smooth. I need to do a bit more experimentation with the 3D to bump technique, so far all I've done is the floor in [B][URL="http://www.youtube.com/watch?v=aWcb41HL39M"]this[/URL][/B]. [QUOTE=Hazrd24;33486135]Now since I'm on my main PC [thumb]http://www.1337upload.net/files/is_mountains0003.jpg[/thumb] Yay for custom textures[/QUOTE]The next step is to [I]Briscoeify[/I] it and add detail sprites to every square inch. My apologies if you already have, I can make out very little in your screenshot because my college still uses bleedin' CRT monitors in these rooms...
  • Avatar of radu_iceman
  • [QUOTE=Hazrd24;33486135]Now since I'm on my main PC [thumb]http://www.1337upload.net/files/is_mountains0003.jpg[/thumb] Yay for custom textures[/QUOTE] Are the rocks displacements or actual models? Just curious.
  • Avatar of hiyougami
  • An idea I've had for a while: [t]http://dl.dropbox.com/u/11039877/Screenshots/MapPimpage/paperface0000.jpg[/t] [t]http://dl.dropbox.com/u/11039877/Screenshots/MapPimpage/paperface0001.jpg[/t] I call it Paperface :)
  • Avatar of Armageddon104
  • I saw someone else do something like that once. How's it done? Do you just have a paper bump map and scan in a simple drawing that tiles?
  • Avatar of hiyougami
  • [QUOTE=Armageddon104;33501107]I saw someone else do something like that once. How's it done? Do you just have a paper bump map and scan in a simple drawing that tiles?[/QUOTE]Exactly that, except in this case the base textures are made in Photoshop as opposed to IRL. [QUOTE=azgag;33501688]you need crayola-style shadows now :)[/QUOTE]Oh gosh, yes o.o
  • Avatar of ThePeanutBaron
  • [URL=http://imageshack.us/photo/my-images/26/woodtexture.jpg/][IMG]http://img26.imageshack.us/img26/6035/woodtexture.jpg[/IMG][/URL] Hand painted wood texture I created, any feedback? Its a little messy =s
  • Avatar of Chrille
  • [QUOTE=ThePeanutBaron;33508058][URL=http://imageshack.us/photo/my-images/26/woodtexture.jpg/][IMG]http://img26.imageshack.us/img26/6035/woodtexture.jpg[/IMG][/URL] Hand painted wood texture I created, any feedback? Its a little messy =s[/QUOTE] Well, it looks like wood, but it doesn't really come off as planks very well. If that is what it is supposed to be.
  • Avatar of comet1337
  • [QUOTE=kaine123;33510239]Makes me think of XIII.[/QUOTE] now someone throw cel shading in source and make a map
  • Avatar of steve4448
  • I don't exactly know if this is the correct section but I need some help with my textures please. I, currently, have two custom textures on my map, which seem to work fine but depending on the situation it'll start spamming errors like: [code] CMaterial::PrecacheVars: error loading vmt file for /plasterwhiteaged CMaterial::DrawElements: No bound shader CMaterial::PrecacheVars: error loading vmt file for /plasterceiling CMaterial::DrawElements: No bound shader [/code] And making the game-play unbearably laggy (around 5-10fps). So far I've only seen these errors come up if I turn HDR on, on my garry's mod video settings. (Yes, my map is HDR). When those errors happen the textures go completely transparent, if anyone has any idea of why it's happening please let me know. Thanks :)