textures |
by White Templar White Templar White Templar
on 03/10/2008 02:16, 18 messages, last message: 03/16/2008 07:26, 1591 views, last view: 04/25/2024 03:33 |
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http://www.art.eonworks.com/gallery/texture/texture_gallery_1.html
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Board Index
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#1: normalmaps? |
by Aardappel_
on 03/10/2008 04:28
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it's unlikely we'll want to add any new textures without them at this stage (that, and spec/height maps).
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#2: .. |
by JadeMatrix
on 03/13/2008 18:38
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They look good, but as Aard said, they need maps. KUTGW.
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#3: .. |
by Julius
on 03/13/2008 21:31
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http://www.crazybump.com/
is pretty efficient in making them out of a diffuse texture only.
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#4: Re: .. |
by MovingTarget
on 03/13/2008 22:17, refers to #3
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I use that all the time. Nice program. Sassy, though (Crazybump is thinking. Puny humans are instructed to wait) :D
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#5: Re: .. |
by SheeEttin
on 03/13/2008 22:19, refers to #4
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Only downside: No Linux version.
Doesn't work too badly in Wine, though.
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#6: .. |
by IllvilJa
on 03/13/2008 23:50
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Regarding textures, digital cameras and especially mobile phones with cameras built in are a BLISS!
In addition to sane pictures like those on the family (as sane as it gets when you have a couple of small children as well as two teenager kids) I've started to take pictures of... dead boring concrete walls, brick walls, tarmac sidewalk, worn torn and rugged basement floors with stains, patches off grass etc.
The paradox is that the less well maintained a surface is IRL (with lots of dents or bruises or stains or whatever signs of the "tooth of time"), the more intresting it becomes as a FPS texture image.
Then of course, those pictures will need "some" tweaking and work but finding "well processed" textures IRL saves a lot of work.
Also a way of defining a complete dork, isn't it? Someone who goes around and snaps photos of... virtually nothing and says "wow , now THAT was amazing", and really means it!
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#7: Re: .. |
by demosthenes
on 03/14/2008 05:28, refers to #6
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Nope, just means they're seeing something that noone else is, which is perfectly valid. Especially so since you then experience a greater joy from life without the need for extraneous substance intake.
There've been times when I've wished for a camera just to take a picture like that.
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#8: Re: .. |
by tentus_
on 03/14/2008 06:43, refers to #7
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I'm guilty of carrying my digital camera all the time so I can take pictures of clouds on a daily basis. Little known fact: clouds are one of the most widely applicable texture bases in existence. As I tell my peers, you can make anything look good with some cloud pictures and some time in photoshop. Its really amazing how very everyday things can look so extraordinary.
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#9: Re: .. |
by dskfhdsfjkconorsdhjf
on 03/14/2008 06:48, refers to #8
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Clouds...
on the topic of clouds, I saw a cloud today, and I did a double take. It was weird, I was just staring at it flying by, it was windy. I don't know what it was, I was just staring.
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#10: Texture creation |
by Xannin
on 03/14/2008 06:54
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Are there many people who paint textures 100% by hand, no pictures? Which method produces a higher quality texture, using blending pictures together and adding your own detail or painting completely by hand?
One more question, is there a good normal map generator for the mac?
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#11: .. |
by IllvilJa
on 03/14/2008 10:34
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Making it all by hand would be hard, I can imagine.
For most of us, the "hybrid" approach probably is the best. Some part IRL texture, some part "painting by hand", some part autogenerated textures. If those three are used cleverly I think one get's acceptable results in less time.
But this is more of an art than a science, and everyone have their personal way to attack this problem.
Of course, in order for a texture to look "real" and not synthetic or man-made one has to put a lot of effort in it when doing it by hand and/or by autogeneration.
(Ah... the inherent beauty of the color variations in an outdoor painted wall. Especially when that wall was painted quite a while ago :-). And staring at clouds... just admiring the beauty of nature, aren't you? Probably more ppl should do that!)
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#12: .. |
by IllvilJa
on 03/14/2008 13:26
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BobJob... for you OWN sake. Get some sleep... I think you need it.
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#13: .. |
by LT.Tatters
on 03/14/2008 15:23
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Okay, Just calm down now and add all you're info at once!!!
Nice textures, ive seen them in use here http://www.indiegamedev.net/index.php?topic=862.msg10606;topicseen#new
In a FPSCreator made game, realy good textures, Hope they will be freeware and useable in Other engines soon.
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#14: .. |
by SheeEttin
on 03/14/2008 15:35
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A little while back, someone posted a link to a step-by-step process someone used to create a wall texture... I'll see if I can find it.
Yep, here it is: http://www.methodonline.com/texture_tutorial.htm
The guy's really good. According to his news, he recently got hired at id software as a level designer.
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#15: Re: .. |
by MovingTarget
on 03/14/2008 15:45, refers to #14
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Nice tut.
I use the offset method to make mine seamless, although mine are usually completely tileable.
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#16: Re: .. |
by Xannin
on 03/14/2008 18:50, refers to #14
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Cool, this is a really helpful tutorial for combining different pictures together, thanks.
Now I just need a good camera.
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#17: .. |
by Acord
on 03/15/2008 02:19
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I use the by hand approach - trying to get real world textures for sci-fi environments is tricky at best :)
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#19: Re: wall textures |
by ezombie
on 03/16/2008 07:26, refers to #14
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Yes, his textures were donated for use in ET:CE. Very good work.
Still working on the proper sizing though. Having the seams fall right on the cube boundaries makes mapmaking MUCH easier.
Just something to keep in mind when making Cube 2 textures...
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