[t]http://i.imgur.com/WHXJK0R.jpg[/t][t]http://i.imgur.com/kXCIuQ7.jpg[/t][t]http://i.imgur.com/3EylNU5.jpg[/t]-before
[t]http://i.imgur.com/scB2d3P.jpg[/t][t]http://i.imgur.com/vQYdfAj.jpg[/t][t]http://i.imgur.com/53QPEel.jpg[/t]-before
What do you guys think?
Just a little note, there is a seam between the upper and lower wall textures, I'll try and fix that soon.
[QUOTE=Fat-Corgi-Guy;42414365][t]http://i.imgur.com/WHXJK0R.jpg[/t][t]http://i.imgur.com/kXCIuQ7.jpg[/t][t]http://i.imgur.com/3EylNU5.jpg[/t]-before
[t]http://i.imgur.com/scB2d3P.jpg[/t][t]http://i.imgur.com/vQYdfAj.jpg[/t][t]http://i.imgur.com/53QPEel.jpg[/t]-before
What do you guys think?
Just a little note, there is a seam between the upper and lower wall textures, I'll try and fix that soon.[/QUOTE]
The bit where the white paint is scraped off the bricks looks odd. Like the paint is half an inch thick, and it all got scraped off completely evenly, while in the original texture it was more spotty in the areas where the paint had been worn away.
[QUOTE=The Vman;42414473]The bit where the white paint is scraped off the bricks looks odd. Like the paint is half an inch thick, and it all got scraped off completely evenly, while in the original texture it was more spotty in the areas where the paint had been worn away.[/QUOTE]
It's not paint...it's plaster (does it [I]really[/I] look more like paint than plaster?). True it is even, but if I made it more un-even it'd tile too noticeably. Also I made it different from the original 'cause I couldn't recreate the original look there at all very well.
The textures seem a bit too dark, the lab isn't that badly lit in retail.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/d1_trainstation_050001.png[/t]
Jesus HL2 looks old now.
well, if you think about it, they're in hiding, probably tapping into power from a combine outlet or something
seems to me the lighting fits it alright
[QUOTE=Fat-Corgi-Guy;42414541]It's not paint...it's plaster (does it [I]really[/I] look more like paint than plaster?). True it is even, but if I made it more un-even it'd tile too noticeably. Also I made it different from the original 'cause I couldn't recreate the original look there at all very well.[/QUOTE]
The original texture definitely looks more like painted bricks than plastered ones. In yours it feels like if they were plastered you wouldn't see as much of the brick pattern under the plaster.
You might also want to see if you can't sharpen your texture a bit more. it feels muddy compared to the original.
[QUOTE=Fat-Corgi-Guy;42414541]It's not paint...it's plaster (does it [I]really[/I] look more like paint than plaster?). True it is even, but if I made it more un-even it'd tile too noticeably. Also I made it different from the original 'cause I couldn't recreate the original look there at all very well.[/QUOTE]
I think what he's saying is the originals texture looked naturally worn, spotty and the like, while yours has a wavy line separating perfect plaster from perfect brick
I always assumed it was paint. We have plaster walls all over our house, and they don't just 'wear off' like the presumed paint in the original texture does. Plaster cracks and crumbles, rather than wearing away.
Please refer to the reference photos when remaking face textures
[QUOTE=Robinate;42411275]
Then it's on to the low poly and UV mapping.[/QUOTE]
How much time is it going to take? I can barely hold on my butt.
Also, the older grip looked better, just add in those grooves and it will be FINE.
[QUOTE=Antivirus_404;42417475]How much time is it going to take? I can barely hold on my butt.
Also, the older grip looked better, just add in those grooves and it will be FINE.[/QUOTE]
The low poly is done and is sitting at 18k tris. I started the UV mapping, but I'm not that good at it, so expect it to take a while.
Also, the old grip looked nothing like what it does on the real gun and had a terrible wireframe, so I'm not going to revert the grip. Also, I do not have a backup of the old grip.
[QUOTE=Robinate;42418421]The low poly is done and is sitting at 18k tris. I started the UV mapping, but I'm not that good at it, so expect it to take a while.
Also, the old grip looked nothing like what it does on the real gun and had a terrible wireframe, so I'm not going to revert the grip. Also, I do not have a backup of the old grip.[/QUOTE]
Oh ok.
Come to think of it the grip doesn't look too bad tbh... keep up the good work.
[QUOTE=Fat-Corgi-Guy;42418501][B]Better?[/B]
[t]http://i.imgur.com/h3L9PWo.jpg[/t][t]http://i.imgur.com/O4abwsE.jpg[/t]
[t]http://i.imgur.com/9Xtj4ko.jpg[/t][t]http://i.imgur.com/Qqx1CiR.jpg[/t][/QUOTE]
Much better.
[QUOTE=Mr. Someguy;42415585]I always assumed it was paint. We have plaster walls all over our house, and they don't just 'wear off' like the presumed paint in the original texture does. Plaster cracks and crumbles, rather than wearing away.[/QUOTE]I don't really know anything about construction or home decor. I thought plaster might explain why the brick pattern was completely lost under the white. It didn't occur to me that the mortar could just be smoothly filled-in, so the pattern would only be noticeable when the paint is gone. If it's paint, then I guess it's just a matter of bumpmap depth.
The bottom bricks are way to flat, intensifie the normal map for them.
[QUOTE=Sally;42419261]The bottom bricks are way to flat, intensifie the normal map for them.[/QUOTE]
That's just HL2's lighting and the fact that normals are pretty weak in source.
[QUOTE=Stiffy360;42419321]That's just HL2's lighting and the fact that normals are pretty weak in source.[/QUOTE]
But if done right.
[IMG]http://imageshack.com/a/img59/9531/dw1.gif[/IMG]
[sp]ok maybe the gif isn't the best way to show it.[/sp]
[QUOTE=Sally;42419714]But if done right.
-snip-
[sp]ok maybe the gif isn't the best way to show it.[/sp][/QUOTE]
Again:
[QUOTE=Stiffy360;42419321][B]That's just HL2's lighting [/B]...[/QUOTE]
and we'll be improving lighting when we get to the re-vamping of the maps.
All this talk about tiling, Im wondering if it would be a good thing to use more blend textures so you could paint the wear onto things yourself
[QUOTE=SirLemon;42420751]All this talk about tiling, Im wondering if it would be a good thing to use more blend textures so you could paint the wear onto things yourself[/QUOTE]
I was thinking of doing that, but it wouldn't work on everything, as displacements don't block visibility.
[QUOTE=SirLemon;42420751]All this talk about tiling, Im wondering if it would be a good thing to use more blend textures so you could paint the wear onto things yourself[/QUOTE]
that sounds like it could work in tandem with decals as well to make it tile even less
Im suprised some of the ideas I've seen in this thread haven't been thought of before by valve. Also of course the blend textures wouldn't be on everything, but in certain areas it would be a real eye-pleaser
[QUOTE=endorphinsam;42421023]that sounds like it could work in tandem with decals as well to make it tile even less[/QUOTE]
Displacement walls are horrible horrible things.
[QUOTE=endorphinsam;42421023]that sounds like it could work in tandem with decals as well to make it tile even less[/QUOTE]
decals dont work very well on displacements
neither does lightmaps
neither does bsp
[editline]5th October 2013[/editline]
there is a pattern here
I'd honestly be content with Portal 2 style lighting, Half-Life 2 badly needs a lighting upgrade. I know Portal 2 used projected textures, but still...
[QUOTE=SpotEnemyBoat;42422381]I'd honestly be content with Portal 2 style lighting, Half-Life 2 badly needs a lighting upgrade. I know Portal 2 used projected textures, but still...[/QUOTE]
That might work, although you don't really need P2 lighting. I mean, look at Black Mesa:
[IMG]http://cloud-2.steampowered.com/ugc/920115494472115417/9539600BF2764801A112A1ECF9F8911EE6AB9195/[/IMG]
Tied with Dear Esther, those games have the most beautiful lighting I've ever seen. Best part of it all, it's not actively calculated, the lighting is built into the map. It's all a matter of increasing the lightmap resolution. It's gonna increase compile time and map size, but you will have some damn-well beautiful maps.
Actually that sounds like it would be great. Especially if the citadel was lit like backstage aperture. I cant help but feel it would be fitting
That's cool, but I like seeing shadows on the FP models. Add the fact that they're going for full on full body awareness, and I think global lighting would actually be the way to go in the long run.
No seriously, pick up that can.
[t]https://dl.dropboxusercontent.com/u/5497487/Trashbin.PNG[/t]
[QUOTE=kwant111;42424170]No seriously, pick up that can.
[t]https://dl.dropboxusercontent.com/u/5497487/Trashbin.PNG[/t][/QUOTE]
Make the whole lip on the top come out just a bit more, then fuck yes.
Also, the top rail should be just a bit thinner, and be a bit more smooth.
Make them smoothing groups work well, so it reflects properly with envmaps.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/d1_trainstation_020003.png[/t]
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