• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • [QUOTE=Greatdictator;34662982]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[/QUOTE] The car model has been released several months ago, maybe a year. Korro Bravin released it and I do not remember where it was released so I can not help you.
  • I figured out a neat way to make a underground cave rock texture, anybody interested in a tut? [url]http://i.imgur.com/7G3jn.jpg[/url]
  • [QUOTE=nomad1;34674792]I figured out a neat way to make a underground cave rock texture, anybody interested in a tut? [url]http://i.imgur.com/7G3jn.jpg[/url][/QUOTE] filter>render clouds>sharpen>light>use as heightmap?
  • [QUOTE=Firegod522;34674980]filter>render clouds>sharpen>light>use as heightmap?[/QUOTE] Not sure if this method will work with Photoshop, as i used GIMP. filter > render clouds > change colors to what you want your rock color to look like > colors > map > gradient map > duplicate > second layer increase contrast to +20 > first layer lighting effects > bumpmap enabled > mess with lighting settings, drop the shine settings so it is lower but not too low > delete second layer > add a basic bumpmap filter to it, mess with settings until you are happy.
  • [QUOTE=nomad1;34675067]GIMP WAY FYI idk if it will work with PS[/QUOTE] [img]http://www.facepunch.com//fp/emoot/confused.gif[/img]
  • hey, quick question: are material Proxies still working with VertexLitGeneric materials? I can't get it to work. here's the .vmt: [code] "VertexLitGeneric" { "$baseTexture" "models/ph_assets/az_generator/az_generator_blades_D" "$bumpMap" "models/ph_assets/az_generator/az_generator_blades_N" //test rotation variables "$angle" 0.0 "$translate" "[0.0 0.0]" "$center" "[-0.5 -0.5]" "Proxies" { "LinearRamp" { "rate" 25 "initialValue" 0.0 "resultVar" "$angle" } //rotate the Diffuse map "TextureTransform" { "translateVar" "$translate" "rotateVar" "$angle" "centerVar" "$center" "resultVar" "$basetexturetransform" } //rotate the Normal map //"TextureTransform" //{ // "translateVar" "$translate" // "rotateVar" "$angle" // "centerVar" "$center" // "resultVar" "$bumptransform" //} } } [/code] I couldn't find anything wrong in that .vmt
  • Anyone got any advice on cleaning up textures? I'm trying to clean up the HL2 train textures for my 50's diner but they just end up looking weird.
  • [t]http://dl.dropbox.com/u/3779442/Screenshots/brick_water_thing0005.jpg[/t] [t]http://dl.dropbox.com/u/3779442/Screenshots/brick_water_thing0006.jpg[/t]
  • [QUOTE=Armageddon104;34798610]I feel an art mod coming on.[/QUOTE] too much gman for art
  • Tried making a texture 100% from scratch in GIMP - looks alright to me, but the specular needs turning up (for once). [img]http://i.imgur.com/3G56u.jpg[/img]
  • [QUOTE=NotExactly;34825700]Tried making a texture 100% from scratch in GIMP - looks alright to me, but the specular needs turning up (for once). [img]http://i.imgur.com/3G56u.jpg[/img][/QUOTE] Looks pretty good, but it looks like its lacking mipmapping.
  • Added mipmaps, looks a lot less grainy now, also turned the specular up but you can still barely see it, could just be the lighting I've got in here though. [img_thumb]http://i.imgur.com/OqA8n.jpg[/img_thumb]
  • sigh what part of "new to texturing" don't you guys understand... instead of posting "dumb" why not help me out..
  • [QUOTE=krauterz;34831521]sigh what part of "new to texturing" don't you guys understand... instead of posting "dumb" why not help me out..[/QUOTE] What did you post?
  • hi do you guys have any neat cliff/grass/sand textures with those little sprites on them
  • [QUOTE=Firegod522;34836274]What did you post?[/QUOTE] posted a TARDIS texture. new to the texturing scene. asked for help, just got "dumb" posts.
  • [QUOTE=geogzm;34838587]hi do you guys have any neat cliff/grass/sand textures with those little sprites on them[/QUOTE] You oughta do some reading on textures and detail.vbsp's. [url]https://developer.valvesoftware.com/wiki/Creating_a_Material[/url] [url]https://developer.valvesoftware.com/wiki/Detail_props[/url]
  • How do you guys make the textures so clear, high res and sharp? It isn't adding a detail map that will fix it, I've tried. But some of you are posting things using the Left 4 Dead version of the Source engine and the textures are AMAZINGLY sharp, whereas I'm making textures that are 512 x 512 or even 1024 x 1024 and they end up being really blurry and somewhat smoothed, if that makes sense.
  • [QUOTE=ThaGuyWithCake;34845201]How do you guys make the textures so clear, high res and sharp? It isn't adding a detail map that will fix it, I've tried. But some of you are posting things using the Left 4 Dead version of the Source engine and the textures are AMAZINGLY sharp, whereas I'm making textures that are 512 x 512 or even 1024 x 1024 and they end up being really blurry and somewhat smoothed, if that makes sense.[/QUOTE] Try the unsharp mask, and its also because you created it, your mind remembers making it and sees all the flaws, and you have a much clearer / accurate view/remembrance of the texture.
  • I need a good blend texture between a sort of dark grey, mossy cracked rock and mossy grass, you guys got any goods?
  • Trying to make a good tile texture for a mall map, but I keep fucking up with it. Here is what I have so far: [IMG]http://i.imgur.com/Zs9aP.png[/IMG] Anyone know how to make a good tile texture?
  • [QUOTE=ivyn;34857049]Trying to make a good tile texture for a mall map, but I keep fucking up with it. Here is what I have so far: [IMG]http://i.imgur.com/Zs9aP.png[/IMG] Anyone know how to make a good tile texture?[/QUOTE] Get rid of the reflections on the corners, otherwise it won't [I]tile[/I] properly. What you can do is add some details, like render clouds then sharpen it. Use some brush strokes to make a scratchy surface maybe.
  • [QUOTE=ivyn;34857049]Trying to make a good tile texture for a mall map, but I keep fucking up with it. Here is what I have so far: [IMG]http://i.imgur.com/Zs9aP.png[/IMG] Anyone know how to make a good tile texture?[/QUOTE] what Firegod said. plus you might wanna try applying a Noise filter then Gaussian Blur, depending on what effect you want/need.
  • Creating an ambiant occlusion + a normal map out of a 3D Geometry is a really good way to make texture easily. You get something like this : [quote][img]http://dl.dropbox.com/u/22707688/Occlu%20copie.jpg[/img][/quote] And then you just need to add colors : [img]http://dl.dropbox.com/u/22707688/de_keysiv0046.jpg[/img] (Floor texture)
  • [QUOTE=Cbast;34857649]Creating an ambiant occlusion + a normal map out of a 3D Geometry is a really good way to make texture easily. You get something like this : And then you just need to add colors : [img]http://dl.dropbox.com/u/22707688/de_keysiv0046.jpg[/img] (Floor texture)[/QUOTE] Makes me wish I could model so damn much.
  • [QUOTE=Cbast;34857649]Creating an ambiant occlusion + a normal map out of a 3D Geometry is a really good way to make texture easily. You get something like this : And then you just need to add colors : [img]http://dl.dropbox.com/u/22707688/de_keysiv0046.jpg[/img] (Floor texture)[/QUOTE] Is the whole surface you modelled one continguous mesh, as viewed from above? Or are there parts of the mesh intersecting/overlaying each other?