• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • Avatar of All0utWar
  • Does anyone have any good window textures? The Valve ones look like crap in my map.
  • Avatar of Zally13
  • This is a question... Does anybody know any good swimming pool and hottub textures? Something like bubbling water, but more importantly the refractive swimming pool water?
  • Avatar of mac338
  • Here's another question; Can someone convert entire folders of .dds textures to .VTF / VMT, or does it have to be done manually. Also, if one has to resize, is there a way to automate that too?
  • Avatar of azgag
  • hmm you might wanna look into Photoshop Actions, they will let you write "scripts".
  • Avatar of Firegod522
  • [QUOTE=mac338;34259938]Here's another question; Can someone convert entire folders of .dds textures to .VTF / VMT, or does it have to be done manually. Also, if one has to resize, is there a way to automate that too?[/QUOTE] Using vtf edit you can use the convert folder tool. You can use windows to do that, by right clicking and choosing convert folder.
  • Avatar of Appolox
  • So I decided to try this hand painted texture style with specular map, just like Blizzard uses in World of Warcraft, if I combine well painted texture with specular map it should allow me to make the texture pop out more instead of using normal map, in order for spec maps to work properly, texture colour values must work together and not look muddy unless you try to define material which is clay or mud, then all you have to do it desaturate it and increase contrast a little and paint some more values in real quick. [img]http://dl.dropbox.com/u/30693265/test0001.jpg[/img] [editline]18th January 2012[/editline] Also texture size is very small, 256x256.
  • Avatar of azgag
  • [QUOTE=Appolox;34268454]So I decided to try this hand painted texture style with specular map, just like Blizzard uses in World of Warcraft, if I combine well painted texture with specular map it should allow me to make the texture pop out more instead of using normal map, in order for spec maps to work properly, texture colour values must work together and not look muddy unless you try to define material which is clay or mud, then all you have to do it desaturate it and increase contrast a little and paint some more values in real quick. [t]http://dl.dropbox.com/u/30693265/test0001.jpg[/t] [editline]18th January 2012[/editline] Also texture size is very small, 256x256.[/QUOTE] Usually you don't need a normal map when doing hand painted textures. That's why most of the mobile games out there use that style, because they don't support normal maps or it's too expensive. great job on the highlights! try having different variation of those to break the repetition :p
  • Avatar of Appolox
  • Thanks for feedback, I also decided to extend the texture to be 512x256 so it will allow me to add variation, I killed the big detail, medium detail has to be subtle while small detail more exponent so the repetition is lesser, but this texture will rather be used on some sort of low wall or something or a skirt, column maybe.
  • Avatar of Firegod522
  • [t]http://dl.dropbox.com/u/3779442/Screenshots/Brick_texture_wip.jpg[/t] Started on a brick texture, by using a model then throwing it into zbrush, making the shape of the brick then throwing it into max, going to make it a rendered image, for the normal/height map. Probably going to break up the repetition with a few more bricks.
  • Avatar of Juniez
  • if you're baking it into a texture, you'll want to make sure that there's enough polies to take up every pixel of that texture
  • Avatar of jeimizu
  • Does anyone have a texture like the tall grass in this picture, or is there an easy way to make one? [IMG]http://renewableenergyengineering.com/yahoo_site_admin/assets/images/Tall-Grass-Energy_147120541_std.122142905_std.jpg[/IMG]
  • Avatar of Shirky
  • [QUOTE=jeimizu;34315433]Does anyone have a texture like the tall grass in this picture, or is there an easy way to make one? [IMG]http://renewableenergyengineering.com/yahoo_site_admin/assets/images/Tall-Grass-Energy_147120541_std.122142905_std.jpg[/IMG][/QUOTE] A texture, or sprites?
  • [QUOTE=The freeman;34196243][img_thumb]http://www.universalspraydrywall.com/images/Spray/05.jpg[/img_thumb] Anyone have a texture of this?[/QUOTE] I can tile that.
  • Avatar of paulisdead18
  • [QUOTE=Juniez;34349633][img]http://dl.dropbox.com/u/1157653/texturetesting0000.jpg[/img] ?[/QUOTE] Uh... Bumpy? You should take a picture that isn't so close to the wall and show us the whole room, unless you are just showing us the bump-maps of the texture, which (to me) look good.
  • Avatar of Shirky
  • Anyone know how to get phong on world brushes? Im pretty sure I cant, but if anyone knows how, or has the shaders for it
  • Avatar of jeimizu
  • What's the best way to get a good reflection about like this? [IMG]http://www.ballerhouse.com/wp-content/uploads/2008/01/icerink2.jpg[/IMG] Not too reflective, just something subtle.
  • Avatar of DasMatze
  • [QUOTE=jeimizu;34457628]What's the best way to get a good reflection about like this? Not too reflective, just something subtle.[/QUOTE] Have you tried [url=https://developer.valvesoftware.com/wiki/$envmap#Additional_Parameters]$envmaptint "[0.25 0.25 0.25]"[/url]?
  • Avatar of Nomad
  • W.I.P Metal Wall, suppost to look like it is in a Cryotube Freezer, heck, might even double as a Giant industrial Freezer room textyre where you can store your dead bodies :P I really need to get a better "frozen" effect, so if anyone has a good tutorial i will gladly appreciate it. [IMG]http://i.imgur.com/Puwqr.jpg[/IMG]
  • Avatar of NotExactly
  • The white bits (which I'm assuming are ice) should be built up around the corners a bit more rather than in random lines, IMO. They also just look a bit blurry in general. Not bad though, better than any textures I can make. I'd also recommend making a specular map by the way, and making the ice quite shiny while the metal's mostly dull.
  • Avatar of ZZREZZ
  • You could always go with func_reflective_glass. Just apply that to everything. ESPECIALLY the skybox. Realistically, though... if it's just a small brush in a room, and not a large piece of flooring or something, then the specular map should work fine with some well-placed cubemaps. Also, if you're going for the frozen effect, maybe some partcle effects at the lower end of the freezer would suffice. Give it a look of chill, drifting out of a seam in the container.
  • Avatar of Nomad
  • I think that it is ice, if that is the byproduct of a cryochamber holding like 6 tubes or whatever you want to call them. And thanks for the crit, while in my spare block i am going to fix it. Also, would a 512 by 512 texture still retain detail, i am using png with full compression, its just that the filesize is in the megabytes, to be precise: 1.23 MB.
  • Avatar of Grenade Man
  • Where would be the best place to find textures for grass detail sprites? Or any detail sprites.
  • Avatar of Armageddon104
  • [QUOTE=Grenade Man;34651569]Where would be the best place to find textures for grass detail sprites? Or any detail sprites.[/QUOTE] Go outside and take pictures of grass?
  • Avatar of DCW01
  • [QUOTE=Legend286;34651932]Fuck wrong thread.[/QUOTE] Book about (the) dead.
  • [QUOTE=Civil;33656421]My first decal: [img]http://i.cubeupload.com/vZa992.jpg[/img][/QUOTE] Would you be willing to relase the car model as a prop maybe ? Theres pretty much no sci fi / futiristic looking cars available on gmod.org at all atm