• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • Avatar of Glitchvid
  • Source rapes textures, you can only guess what It did with this beauty. [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/sourcekillstextures.png[/t] [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/sourcerapedthistexturep.png[/t]
  • Can anyone help me out with embedding specular map in normal map´s alpha? I used gimp and "color to alpha" which is probably not the best way to do it.. and the texture looked ugly
  • Avatar of NotExactly
  • [QUOTE=Alienmario;35076356]Can anyone help me out with embedding specular map in normal map´s alpha? I used gimp and "color to alpha" which is probably not the best way to do it.. and the texture looked ugly[/QUOTE] First open your normal map in GIMP. Then go file > open as layers and choose the specular map. Then, in the layers window, select the specular layer and go to layer > mask > add layer mask > grayscale copy of layer. Then select the normal map layer and go to layer > mask > add layer mask > white (full opacity). Next, in the layers window, select the mask of the specular and press ctrl+a, then ctrl+c, then select the mask of the normal map and press ctrl+v. Then delete the specular layer and it's mask, right click the normal map layer and click 'apply layer mask'. Then just save as a .tga, in VTFEdit import it with a DXT5 alpha channel, and add '$normalmapalphaenvmapmask" "1" to the .vmt. Hope this helped, just say if I didn't explain any part of it clearly enough.
  • Thank you much! is this good? (not my texture, just downloaded for this test). It starts to look bad when you flashlight it, guess either crazybump or me is not perfect. :) [img]http://dl.dropbox.com/u/21901587/2012-03-10_00001.jpg[/img]
  • Avatar of The freeman
  • [QUOTE=Alienmario;35078408]Thank you much! is this good? (not my textre, just downloaded for this test). It starts to look bad when you flashlight it, guess either crazybump or me is not perfect. :) [img]http://dl.dropbox.com/u/21901587/2012-03-10_00001.jpg[/img][/QUOTE] That is Amazing
  • Avatar of azgag
  • [QUOTE=Jukka K;35075262]Looks like you raped it with a bad bump map which is inverted.[/QUOTE] it's not inverted, but the bumpmap is too strong, needs to be toned down.
  • Reflections are just too strong. And texture scale. [editline]11th March 2012[/editline] Those rocks looks really wet.
  • Avatar of ZestyLemons
  • [QUOTE=oskutin;35092434]Reflections are just too strong. And texture scale. [editline]11th March 2012[/editline] Those rocks looks really wet.[/QUOTE] Actually on the topic of really wet things, how would I go about making a wet-looking asphalt texture? Like for wet roads.
  • Avatar of NotExactly
  • [QUOTE=ZestyLemons;35096383]Actually on the topic of really wet things, how would I go about making a wet-looking asphalt texture? Like for wet roads.[/QUOTE] Make the specular channel mostly white
  • Avatar of azgag
  • [QUOTE=Johnny Guitar;35096632]I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?[/QUOTE] Photoshop's Actions.
  • Avatar of Firegod522
  • [QUOTE=Johnny Guitar;35096632]I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?[/QUOTE] In window explorer Right click folder> convert to file type
  • Avatar of wanksta11
  • What program should I use to make text graffitis with soft brushes like this java game [url]http://graffiti.playdo.com/[/url] ?
  • Avatar of mopman999
  • In gimp there is an option to draw on a transparent layer, I would suggest trying that
  • Avatar of Fulcrum
  • [QUOTE=Menderza;35225939][T]http://dl.dropbox.com/u/2473110/hotnwetrocks.jpg[/T][/QUOTE] Is the floor missing a mip map? in the distance it looks a little odd. Also why use such a nice high quality floor texture with those horrendously low res building tex? From a distance it looks good but the building texture really drag it down. The road I like.
  • Avatar of CPhoneBooth
  • [QUOTE=Menderza;35225939][T]http://dl.dropbox.com/u/2473110/hotnwetrocks.jpg[/T][/QUOTE] Looks pretty good. I'd say make a blend for it that has the cobble in different arrangements and positions (or missing) to break up any tiling effect. As well, maybe darken the cobble a bit or make them look a bit more dirty. Dose it have a specular? You should make the dirt/gravel in between the cobble not reflective.
  • Its suppose to be a puddle, but I never made actually made a map with it because I couldn't find out how to make rain that looked good.
  • Avatar of Fulcrum
  • [QUOTE=Menderza;35231017]Its suppose to be a puddle, but I never made actually made a map with it because I couldn't find out how to make rain that looked good.[/QUOTE] IT did occur to me that it was meant to be a puddle. For good looking rain you'll want to use particles. Look up dynamic rain for the idea. Then you'll want a reflection on the puddle possibly using render target rt (camera) depending on what you are mapping for. You can also use an animated bumpmap to make it look like water impacting. To my knowledge for making a rain bumpmap you have spheres on a plane (in 3ds max) and then bake the image to the bumpmap, make the spheres bigger and bake again. I've never got this to work though so maybe someone can provide better insight. If you want really heavy rain you can have rain pouring off your roof with particles or an animated texture.
  • Avatar of wauterboi
  • So I had this neat idea and it made me learn how to texture stuff. >:D [img]http://screensnapr.com/e/lAnSoG.png[/img][img]http://screensnapr.com/e/38qQVF.png[/img] Glow-in-the-dark barrels! (The pale blue one a reskin of the old gray barrel everyone's come to know and love.) I'm also planning on using custom textures to make my environments since I can tweak stuff to match that atmosphere, here's my first tests of my first three textures. [img]http://wauterboi.com/img/273.jpg?1333245437[/img] [img]http://wauterboi.com/img/274.jpg?1333245491[/img] (I need to make the middle texture be a bit more balanced so the tiling isn't noticable, but bear with me.) [img]http://wauterboi.com/img/275.jpg?1333245537[/img] [editline]31st March 2012[/editline] Is there a way I can make the barrels illuminate whatever's around it?
  • Avatar of Firegod522
  • [QUOTE=wauterboi;35378558] Is there a way I can make the barrels illuminate whatever's around it?[/QUOTE] Nope, unless you put a dynamic light inside of it.
  • Avatar of Shirky
  • making some road and side walk textures, there are a total of 3 textures. [t]http://img813.imageshack.us/img813/4048/newroads.jpg[/t]
  • Avatar of Glitchvid
  • [img]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/sgplte1.png[/img] [img]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/sgplte2.png[/img] Made that texture a little differently then I normally do, I designed it to look high quality, yet be tiling on a 512 x 512 size, then made the canvas 1024^2 so I could make it even more tile-able. Made a video ... of making the texture. (Mute if you dislike electronic / Renr'd) [media]http://www.youtube.com/watch?v=81AsF91QdMI[/media]
  • Avatar of Appolox
  • Made two textures late at night, fully hand painted I only used some texture source for finer detail. [img]http://dl.dropbox.com/u/30693265/Screens%20Mapping/test0000.jpg[/img] [img]http://dl.dropbox.com/u/30693265/Textures/wallapaper2.jpg[/img] [img]http://dl.dropbox.com/u/30693265/Textures/a_wooden_floor.jpg[/img] [editline]5th April 2012[/editline] I still have to make Normal Maps and Spec or Gloss, it should be easy.
  • Avatar of ViralHatred
  • [img]http://dl.dropbox.com/u/11994337/vh_level30003.jpg[/img] [img]http://dl.dropbox.com/u/11994337/vh_level30004.jpg[/img] [img]http://dl.dropbox.com/u/11994337/vh_level30005.jpg[/img] Making some dev textures for a project I'm working on.