• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • [QUOTE=TBot Alpha;34861509]Is the whole surface you modelled one continguous mesh, as viewed from above? Or are there parts of the mesh intersecting/overlaying each other?[/QUOTE] Actually this was different layer of model on top of each others. [img]http://dl.dropbox.com/u/22707688/bake.jpg[/img] The wireframe is horrible and smoothed but hey, no limitations since it's a bake. It grant you that kind of normal map : (There's some error there and there that I could have fixed but in a limited time it wasn't on my list of urgent things to do. Moreover Source Engine normal map are not that powerful so it's all good) [quote][img]http://dl.dropbox.com/u/22707688/joyeusepaquedogers.jpg[/img][/quote]
  • Oh right, I suspected as much. What program are you modelling in? I ask because I've tried the same thing in Blender before, but always had problems with baking layered geometry like that.
  • [IMG]http://dl.dropbox.com/u/44722719/yay.jpg[/IMG] WIP Halo texture thing, photographed, photoshopped and compiled.
  • Question, is there something I can add to the VMT of a texture to stop decals (such as bullet holes) from being applied?
  • I was displeased with the desert sand textures in Hammer so I made my own in this test map; [IMG]http://dl.dropbox.com/u/44722719/YaFink.jpg[/IMG] Custom particle effects added for good measure. Does it look too 2D? Should I spend some time removing the holes in the sand? Man I wish I could use parallax occlusion maps.
  • [QUOTE=mac338;34892204]I was displeased with the desert sand textures in Hammer so I made my own in this test map; [IMG]http://dl.dropbox.com/u/44722719/YaFink.jpg[/IMG] Custom particle effects added for good measure. Does it look too 2D? Should I spend some time removing the holes in the sand? Man I wish I could use parallax occlusion maps.[/QUOTE] Looks great, tiles really well too. Only hole that seems to stand out is a really dark one that I can see multiple copies of. It does look like it could be tiling too much though. Maybe if you increased the scale of it in the actual map it'd look more natural (just a thought, might look terrible).
  • [QUOTE=mac338;34892204]I was displeased with the desert sand textures in Hammer so I made my own in this test map; [IMG]http://dl.dropbox.com/u/44722719/YaFink.jpg[/IMG] Custom particle effects added for good measure. Does it look too 2D? Should I spend some time removing the holes in the sand? Man I wish I could use parallax occlusion maps.[/QUOTE] Texture looks hella nice, but it should be a little less orange. Unless that is just the lighting.
  • I copied colors from this; [IMG]http://www.travelblog.org/Wallpaper/pix/tb_mui_ne_sand_dunes.jpg[/IMG]
  • [QUOTE=mac338;34895940]I copied colors from this; [IMG]http://www.travelblog.org/Wallpaper/pix/tb_mui_ne_sand_dunes.jpg[/IMG][/QUOTE] Pretty sure most desert pictures with overly orange sand are edited (simple saturation + brightness/contrast edit does the job) or taken at sunsets, it would look better if you gave it a more natural color [img]http://www.photos-voyages.com/selection/images/dune-large.jpg[/img] And then you could still achieve the the former look by having appropriate lighting or color correction in the map
  • [QUOTE=Chrille;34896470]Pretty sure most desert pictures with overly orange sand are edited (simple saturation + brightness/contrast edit does the job[/QUOTE] Nope, it just depends on the desert. There is no 'natural color' for the desert because they are all different colors. The Nafud Desert in Saudi Arabia for instance is famous for it's red sand. I know mine is too orange though, so I'll tone it down a bit and make it slightly more reddish.
  • [QUOTE=mac338;34896661]Nope, it just depends on the desert. There is no 'natural color' for the desert because they are all different colors. The Nafud Desert in Saudi Arabia for instance is famous for it's red sand. I know mine is too orange though, so I'll tone it down a bit and make it slightly more reddish.[/QUOTE] Hence the 'most'. A few deserts are famous for their orange sands, so it's not exactly the most common sand color. Anyway, your texture, I just wanted you to know what I thought looked best.
  • Absolutely, and I appreciate your feedback. Here's another texture. It's my closet, except it's a table texture now; [IMG_THUMB]http://cloud.steampowered.com/ugc/506891565250889333/9A6EFE5B3C1E05F6B06C5B265617149F08AEE190/[/IMG_THUMB]
  • [QUOTE=mac338;34897059]Absolutely, and I appreciate your feedback. Here's another texture. It's my closet, except it's a table texture now; [IMG_THUMB]http://cloud.steampowered.com/ugc/506891565250889333/9A6EFE5B3C1E05F6B06C5B265617149F08AEE190/[/IMG_THUMB][/QUOTE] That looks great. How well does it tile?
  • [QUOTE=vexx21322;34897322]That looks great. How well does it tile?[/QUOTE] Pretty alright, could still use a tad of work. Here's where it tiles in the image; [IMG]http://dl.dropbox.com/u/44722719/Tad.gif[/IMG]
  • [QUOTE=mac338;34897360]Pretty alright, could still use a tad of work. Here's where it tiles in the image; -snip-[/QUOTE] Can't unsee
  • So I want to make a scratchy black graffiti, as in like someone wrote their name on a wall with paint but all scratchy and gritty. What would be a good way to do so?
  • [QUOTE=HoliestCow;34897990]So I want to make a scratchy black graffiti, as in like someone wrote their name on a wall with paint but all scratchy and gritty. What would be a good way to do so?[/QUOTE] Get a scratchy font, put it over a transparent background in photoshop or GIMP, make it a decal and bingo.
  • Call me old-fashioned, but I'd get a wall-like surface and spraypaint what I wanted, photograph it and do the mish-mash after. It's a heavy method, but the extra realism you get from it is orgasmic.
  • [QUOTE=mac338;34898121]Call me old-fashioned, but I'd get a wall-like surface and spraypaint what I wanted, photograph it and do the mish-mash after. It's a heavy method, but the extra realism you get from it is orgasmic.[/QUOTE] Who the fuck has a wall they can freely spraypaint lying around...
  • I have 30 metal plates, a stack of planks and a couple of large stone blocks for sidewalk-like paths behind my garage, as well as a sizable collection of bricks. Hell, I'll spraypaint and photograph it free of charge if you want, on the surface of your choice.
  • [QUOTE=NotExactly;34898275]Who the fuck has a wall they can freely spraypaint lying around...[/QUOTE] Cardboard boxes?
  • [QUOTE=Torekk;34898715]Cardboard boxes?[/QUOTE] What if I want it to look like a wall instead of a cardboard box?
  • Any way to make column_light001a_on look like it is actually on? Because I hate how this looks: [img_thumb]http://i.imgur.com/lrMZt.jpg[/img_thumb]
  • [QUOTE=slayer20;34907413]A well-placed sprite and maybe even an env_glow?[/QUOTE] That there will be, but I meant like this: [Img_thumb]http://i.imgur.com/xDcG5.jpg[/img_thumb] The glass part is completely illuminated at all times. I don't think it's a $selfillum seeing as how it doesn't give off any actual light, but rather doesn't seem affected by the light sources in the map.
  • [QUOTE=Chrille;34906523]Any way to make column_light001a_on look like it is actually on? Because I hate how this looks: [img_thumb]http://i.imgur.com/lrMZt.jpg[/img_thumb][/QUOTE] You could open the texture file, raise the brightness on the light part, add a selfillum channel and selfillum to the .vmt? [QUOTE=Chrille;34907630] The glass part is completely illuminated at all times. I don't think it's a $selfillum seeing as how it doesn't give off any actual light, but rather doesn't seem affected by the light sources in the map.[/QUOTE] As far as I know $selfillum doesn't give out light, it just makes it not affected by other lights, which is what you want.
  • Decals I tried making. Its for a super secret project. anyway, how can I make these decals look more gritty and well over all good looking? [thumb]http://i.imgur.com/DUYJ0.jpg[/thumb] [thumb]http://i.imgur.com/9dl07.jpg[/thumb] [thumb]http://i.imgur.com/2wbu5.jpg[/thumb] [thumb]http://i.imgur.com/5DTE6.jpg[/thumb]
  • I know you're trying to make them look hand-drawn and stuff but they look [i]too[/i] hand drawn IMO, I'd use a font like this: [url]http://www.dafont.com/face-your-fears.font[/url] Then you could lower the opacity in places and scratch it up a bit to make it look more realistic.