• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • Made next one. [img]http://dl.dropbox.com/u/30693265/Textures/a_ceiling_plaster.jpg[/img]
  • [t]http://dl.dropbox.com/u/1157653/scrn/brick_high.png[/t] [t]http://dl.dropbox.com/u/1157653/scrn/brick_low.png[/t] now i have to figure out how to make it tile
  • I wanted to try baking models into textures, so I did a floor. [img]http://img1.uploadscreenshot.com/images/orig/4/9512433489-orig.jpg[/img] [editline]7th April 2012[/editline] Juniez, you should have planned out how it would tile in Max instead of thinking of how to do it afterward.
  • that's true [editline]7th April 2012[/editline] i'll probably redo it with proper planning
  • Made some shitty retextures of some HL2 props. [t]http://img651.imageshack.us/img651/6528/testmodels0001.jpg[/t]
  • [QUOTE=Shirky;35585005]Made some shitty retextures of some HL2 props. [t]http://img651.imageshack.us/img651/6528/testmodels0001.jpg[/t][/QUOTE] Far from shitty, looks STALKER-ish
  • [img]http://i.cubeupload.com/6YNrhG.jpg[/img] Pretty happy with this
  • Tried making a Fallout 3/New Vegas style texture, probably needs to be mapped to a model or have a really good bumpmap to look good, also the colours aren't quite right yet, and I think the concrete border texture needs changing too, the holes look weird. [img]http://i.imgur.com/55iPh.jpg[/img]
  • the scale looks weird, that paint chipping should be scaled down to make sense I think. maybe have a better transition between the paint and the concrete. (It looks like you just slapped a chipped paint texture on top of that concrete for now)
  • [QUOTE=azgag;35875115]the scale looks weird, that paint chipping should be scaled down to make sense I think. maybe have a better transition between the paint and the concrete. (It looks like you just slapped a chipped paint texture on top of that concrete for now)[/QUOTE] I think if I make the concrete look a bit more 3D it might work a bit better, but to be honest I think the texture just needs changing in general. I need to go back to Fallout, look at the one I was copying.
  • [QUOTE=NotExactly;35875336]I think if I make the concrete look a bit more 3D it might work a bit better, but to be honest I think the texture just needs changing in general. I need to go back to Fallout, look at the one I was copying.[/QUOTE] If you add a bump-map / SSbump then it should look 3d enough in-game. I threw one together for you. [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturealbedotest.png[/t] [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturenormaltest.png[/t] I added the standard albedo texture because I changed it slightly to make the chipped paint and concrete transition a bit smoother. The normalmap has an embedded alpha, so just use the "$normalmapalphaenvmapmask <bool>" to use it. Also, mind telling me how you made such a nice and clean tile ? And how you made the concrete blocks form a almost perfect line ?
  • [QUOTE=glitchvid;35910449]If you add a bump-map / SSbump then it should look 3d enough in-game. I threw one together for you. [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturealbedotest.png[/t] [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturenormaltest.png[/t] I added the standard albedo texture because I changed it slightly to make the chipped paint and concrete transition a bit smoother. The normalmap has an embedded alpha, so just use the "$normalmapalphaenvmapmask <bool>" to use it. Also, mind telling me how you made such a nice and clean tile ? And how you made the concrete blocks form a almost perfect line ?[/QUOTE] That bumpmap is looking a bit fluffy, you might want to try turning the bilateral filter up.
  • [QUOTE=glitchvid;35910449]If you add a bump-map / SSbump then it should look 3d enough in-game. I threw one together for you. [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturealbedotest.png[/t] [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturenormaltest.png[/t] I added the standard albedo texture because I changed it slightly to make the chipped paint and concrete transition a bit smoother. The normalmap has an embedded alpha, so just use the "$normalmapalphaenvmapmask <bool>" to use it. Also, mind telling me how you made such a nice and clean tile ? And how you made the concrete blocks form a almost perfect line ?[/QUOTE] Looks like youve blured your bump map texture too much, keep it sharp.
  • [QUOTE=NotExactly;35872986]Tried making a Fallout 3/New Vegas style texture, probably needs to be mapped to a model or have a really good bumpmap to look good, also the colours aren't quite right yet, and I think the concrete border texture needs changing too, the holes look weird. [img]http://i.imgur.com/55iPh.jpg[/img][/QUOTE] There you go, this normal map should work, I think you can use it for ssbump if you transform it [img]http://dl.dropbox.com/u/30693265/texturefix/diffuse_normal.jpg[/img]
  • [QUOTE=glitchvid;35910449]If you add a bump-map / SSbump then it should look 3d enough in-game. I threw one together for you. [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturealbedotest.png[/t] [t]http://static.glitchvid.com/images_andthatshiz/fp_posts/textmegathread/texturenormaltest.png[/t] I added the standard albedo texture because I changed it slightly to make the chipped paint and concrete transition a bit smoother. The normalmap has an embedded alpha, so just use the "$normalmapalphaenvmapmask <bool>" to use it. Also, mind telling me how you made such a nice and clean tile ? And how you made the concrete blocks form a almost perfect line ?[/QUOTE] Is it alright to use this? Or is it only for you? If so I won't touch it.
  • [QUOTE=glitchvid;35910449] Also, mind telling me how you made such a nice and clean tile ? And how you made the concrete blocks form a almost perfect line ?[/QUOTE] It's literally just textures from cgtextures chopped up and combined to make a single texture, barely any editing done by me apart from a little scaling to get it all to line up to the grid. If people are interested I could make a set of these? Also Antec, I only made the diffuse, not the normal, but it's fine by me if you want to use it.
  • [img]http://cloud.steampowered.com/ugc/559815567267936999/F86D60D17A7413A9F2ACDFBEB45A7B7FCE5CC309/[/img] My first blend texture! Yes I know the stone tiles terribly.
  • [QUOTE=Antec;35915167]Is it alright to use this? Or is it only for you? If so I won't touch it.[/QUOTE] Its not my albedo texture, but the normal is mine; you have full permission to do whatever with it. [QUOTE=GoldPlatinum;35911431]Looks like youve blured your bump map texture too much, keep it sharp.[/QUOTE] It looks a bit blurred because I added the Alpha channel into the PNG, if you remove that it looks just fine.
  • [QUOTE=Appolox;35446906]Made next one. [img]http://dl.dropbox.com/u/30693265/Textures/a_ceiling_plaster.jpg[/img][/QUOTE] I'd really like to see a video of you making these. Or just something about how you do the grunge and AO style shadows. I'm making a mod with an Art Deco style, though it does have a more realistic look than your textures. Pretty cool stuff though.
  • [QUOTE=Armageddon104;35945637]I'd really like to see a video of you making these. Or just something about how you do the grunge and AO style shadows. I'm making a mod with an Art Deco style, though it does have a more realistic look than your textures. Pretty cool stuff though.[/QUOTE] AO is made using nDO2, basically you make geometric shapes and it turns it into a normal map, you can then "convert" that normal map into AO, Specular, Height, etc... The grunge is, I would guess, several textures from cgtextures overlayed on top (or other blending mode). The workflow isn't complicated, you can get a really nice looking result in like 30min. also this: [t]http://www.leet.cc/az_metal_floor_02_WATERMARK.jpg[/t] (big pic)
  • [QUOTE=Eyefunk;35918413][img]http://cloud.steampowered.com/ugc/559815567267936999/F86D60D17A7413A9F2ACDFBEB45A7B7FCE5CC309/[/img] My first blend texture! Yes I know the stone tiles terribly.[/QUOTE] regardless if it tiles terribly, this is excellent, i wish i wasn't so lazy to not teach myself on how to make blend textures what ever map your making looks beautiful
  • [QUOTE=cheesecurls;35958843]regardless if it tiles terribly, this is excellent, i wish i wasn't so lazy to not teach myself on how to make blend textures what ever map your making looks beautiful[/QUOTE] Blend textures should be the least of your worries when it comes to textures.
  • Holy crap, I made a good grass texture. That's a first. [t]http://static.glitchvid.com/images/fp_posts/mapping/textmega/newflatgrasstexture.png[/t]
  • [QUOTE=glitchvid;36048587]Holy crap, I made a good grass texture. That's a first. [t]http://static.glitchvid.com/images/fp_posts/mapping/textmega/newflatgrasstexture.png[/t][/QUOTE] That would look even more awesome with some sprites.
  • Two different methods of displaying an overlay, one on the left is the "newer" method: the one on the RIGHT is the "older" method. [t]http://static.glitchvid.com/images/fp_posts/textures/typeofoverlays.png[/t] Opinions ? (Also, please keep this thread alive; I love custom textures)
  • Which is which? It says the one on the left is both the new and the old.
  • [QUOTE=Firegod522;36092206]I'm assuming you're using alpha test?[/QUOTE] Bingo; the left one is alpha tested 256 x 256 texture, the one on the right is a 512 x 512 normal decal.