• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • [QUOTE=comet1337;33611385]i do this with the exception of texturing the whole thing by hand. then replace all dev textures with nodraw.[/QUOTE] i do exactly that
  • Testing some snowy textures: [img]http://shrani.si/f/3O/QS/2JsvyUxu/1/test0033.jpg[/img]
  • Avatar of Hostel
  • [QUOTE=Yanzl;33613686]Testing some snowy textures:[/QUOTE] Very well done!
  • Avatar of mac338
  • Gorgeous. [editline]8th December 2011[/editline] It would be nice with some snow/dust/sand decals.
  • Avatar of Fourm Shark
  • [QUOTE=mac338;33597779]Okay guys, this is my first map: [video=youtube;spRQQpsV6SA]http://www.youtube.com/watch?v=spRQQpsV6SA&hd=1[/video] Shout some critique, good or bad my way. I'll take everything into consideration. I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above. It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point. Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about. Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff. I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio. [editline]6th December 2011[/editline] It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.[/QUOTE] I cant believe there are currently no comments on your video. In all my time being here, I have yet to see someone pick up hammer so fast and create something so genuinely unique. Its beautiful. The trains arriving from nowhere seem to make me go "What? Where did that just..." You have a bright future ahead of you. Keep making maps the way you do.
  • Avatar of Reactors
  • [QUOTE=Yanzl;33613686]Testing some snowy textures: [img]http://shrani.si/f/3O/QS/2JsvyUxu/1/test0033.jpg[/img][/QUOTE] Marry me.
  • Avatar of mac338
  • [QUOTE=Fourm Shark;33619586]I cant believe there are currently no comments on your video. In all my time being here, I have yet to see someone pick up hammer so fast and create something so genuinely unique. Its beautiful. The trains arriving from nowhere seem to make me go "What? Where did that just..." You have a bright future ahead of you. Keep making maps the way you do.[/QUOTE] Wow, thanks!
  • Avatar of Folgergeist
  • [QUOTE=mac338;33597779]Okay guys, this is my first map: [video=youtube;spRQQpsV6SA]http://www.youtube.com/watch?v=spRQQpsV6SA&hd=1[/video] Shout some critique, good or bad my way. I'll take everything into consideration. I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above. It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point. Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about. Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff. I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio. [editline]6th December 2011[/editline] It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.[/QUOTE] impressive, remember to add suffix _hdr to your skybox texture name to get rid of the stretching
  • Avatar of Zero Hour
  • Made some sand and a skybox (ignore the terrible displacements they were to test the texture). [URL=http://imageshack.us/photo/my-images/4/sceneancient0000.jpg/][IMG]http://img4.imageshack.us/img4/6848/sceneancient0000.jpg[/IMG][/URL]
  • Avatar of mac338
  • From what I've read about HDR skyboxes you should turn up the shutter speed of the skybox a bit and add redder tones to the sand. Stronger, more defiant and vibrant tones would do the sand good I believe. [IMG]http://all-about-holes.wikispaces.com/file/view/EAU04_240-desert-survival-guide.jpeg/184434525/EAU04_240-desert-survival-guide.jpeg[/IMG]
  • Avatar of Shirky
  • You can exactly turn up the shutter speed of the skybox, this isnt photography here. Haha
  • Avatar of mac338
  • Well, I don't know the exact term, but I'm pretty sure you can change the exposure or something similar with an HDR Skybox, correct me if I'm wrong. That said, it's not exactly shutter speed but... I'm not going to finish that sentence.
  • Avatar of Shirky
  • [QUOTE=mac338;33626450]Well, I don't know the exact term, but I'm pretty sure you can change the exposure or something similar with an HDR Skybox, correct me if I'm wrong. That said, it's not exactly shutter speed but... Haha I get what you mean, but you can really adjust it without changing the file itself or the entire maps lighting. And wouldnt you mean either ISO or apeture, and not shutter speed? haha I'm not going to finish that sentence.[/QUOTE]
  • Avatar of Joey1
  • [QUOTE=Yanzl;33613686]Testing some snowy textures:[img]http://shrani.si/f/3O/QS/2JsvyUxu/1/test0033.jpg[/img][/QUOTE] Wow, thats amazing, i though its in UDK, will you release them or they are for private use?
  • [B]Look what we got![/B] [img]http://www.1337upload.net/files/mapchangetest10000.jpg[/img] It doesn't support blend modulates :tinfoil:
  • Avatar of Firegod522
  • [t]http://dl.dropbox.com/u/3779442/Screenshots/Multi_blending_spectexture.PNG[/t] Yes it does.
  • How well? [editline]9th December 2011[/editline] Doesn't work in portal2.
  • Thanks everyone, and I might release the textures once I'm done with them. Here is some grass: [img]http://shrani.si/f/1x/MT/1sju2TjV/test0036.jpg[/img] [img]http://shrani.si/f/L/bM/1fEIxTp2/test0037.jpg[/img]
  • Avatar of comet1337
  • [QUOTE=Joey1;33633706]Where is Texturing king rating when I need it :v:[/QUOTE] make a new account and rate him a second artistic V:v:V
  • Avatar of Civil
  • [QUOTE=Dosycool;33656464]Where?[/QUOTE] The skid marks on the street, those behind the car model.
  • Avatar of Dosycool
  • [QUOTE=Civil;33656468]the skid marks on the street, those behind the car model.[/QUOTE] Ah, very nice!
  • Avatar of Hostel
  • Aren't skid marks supposed to be black streaks, not a print of the tires treads?
  • Avatar of Civil
  • [QUOTE=Hostel;33660097]Aren't skid marks supposed to be black streaks, not a print of the tires treads?[/QUOTE] Not in the halo universe.
  • Avatar of Reactors
  • [QUOTE=Civil;33656468]The skid marks on the street, those behind the car model.[/QUOTE] I like those, and I really like the road texture itself.
  • Avatar of Firegod522
  • The way those prints are make no sense for the soul purpose that the tire is still spinning to leave a trend like that. Skid marks work by locking the tire as best you can and the car continues to move.
  • Avatar of Juniez
  • [img]http://media.moddb.com/images/members/1/96/95390/1024shantyassets0001.jpg[/img] compiled some textures from cgtextures
  • Avatar of ZestyLemons
  • [QUOTE=Juniez;33712206][img]http://media.moddb.com/images/members/1/96/95390/1024shantyassets0001.jpg[/img] compiled some textures from cgtextures[/QUOTE] Is it stretched or just really low resolution?