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New Textures

Posted: Tue Dec 11, 2018 9:10 pm
by evillair
I created some new textures to be used in Unity, but since they are free, anyone can use them, so I thought I might as well post here.
Unfortunately, I didn't create a 'Quake 4' :q4: version. Sorry for that! :paranoid:
If someone has time and would want to use them, feel free to download them and create shaders for them. You'll need to resize them also since all textures are 2048x2048 in size and have Diffuse, Normalmap, Height, Roughness maps included. One has an additional Emission map.

This is volume 1, I may make more volumes to fit with these if people like them.

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If you want to see them all you can go to my Unity store page and check them out.

>Direct download (263MB)


[edit] Some more images:
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Re: New Textures

Posted: Tue Dec 11, 2018 10:20 pm
by Eraser
Man, I see a thread "new textures" by evillair and for a moment I thought it was 2002 again :ducky:

Re: New Textures

Posted: Wed Dec 12, 2018 1:50 am
by evillair
Eraser wrote:Man, I see a thread "new textures" by evillair and for a moment I thought it was 2002 again :ducky:
haha, yeah, its been a while :)

Re: New Textures

Posted: Wed Dec 12, 2018 4:10 am
by AKUTA
wow it's evil lair =]

Re: New Textures

Posted: Wed Dec 12, 2018 4:11 am
by obsidian
WTF! Did someone drive the DeLorean at 88mph again?

Re: New Textures

Posted: Wed Dec 12, 2018 6:08 am
by LDAsh
More beautiful texturing work, and extremely generous because such professional quality should certainly earn a tidy profit.

Re: New Textures

Posted: Wed Dec 12, 2018 2:41 pm
by evillair
Thanks LDAsh, they are free like all my textures so no profit for me. :)

Re: New Textures

Posted: Wed Dec 12, 2018 5:04 pm
by AKUTA
Your DSI set is still my favorite, but I like all your textures

Re: New Textures

Posted: Wed Dec 12, 2018 6:03 pm
by evillair
Thanks AKUTA
I added some better images to my first post.

Re: New Textures

Posted: Wed Dec 12, 2018 8:43 pm
by CZghost
Wow, that looks hyper realistic :)

Re: New Textures

Posted: Wed Dec 12, 2018 9:15 pm
by evillair
Thanks CZghost!

Re: New Textures

Posted: Thu Dec 13, 2018 9:06 am
by Eraser
What I find interesting is that this set has this typical evillair look to it. Maybe that sounds obvious, but when I saw the textures I thought this is what his Quake 3 textures would've looked like if Quake 3 was a game made today.

Re: New Textures

Posted: Thu Dec 13, 2018 12:43 pm
by Obsessed
evillair, looks great, thank you very much! :)

Re: New Textures

Posted: Thu Dec 13, 2018 12:45 pm
by evillair
I guess you're right since when I made them I had started them to make a new Quake 3 texture set (the old school way) but decided to stay current.

edit Thanks Obsessed !

Re: New Textures

Posted: Thu Dec 13, 2018 12:48 pm
by CZghost
I can convert them to Quake 3 format, right? :)

Re: New Textures

Posted: Thu Dec 13, 2018 1:00 pm
by evillair
CZghost wrote:I can convert them to Quake 3 format, right? :)
Of course! :)
You can use the green channel of the normalmap and the inverted roughness to help remove the flat look.

Re: New Textures

Posted: Thu Dec 13, 2018 1:11 pm
by CZghost

Re: New Textures

Posted: Thu Dec 13, 2018 2:35 pm
by evillair
oops... http://evillair.net/My_Textures/eU_floo ... eColor.tga (tga since it has an alpha channel)

edit: You'll need this one also: http://evillair.net/My_Textures/eU_wall ... eColor.tga

Re: New Textures

Posted: Thu Dec 13, 2018 11:52 pm
by CZghost
Okay, thank you :) I'd be able to convert it myself to TarGA, so if Unity supports PNG with alpha channel, you may have leave it in PNG as well :) Although, the textures look really nice, maybe I'll use some in my WIP map Schöna :D Currently, I'm on Sock's Industrial textureset only...

Re: New Textures

Posted: Fri Dec 14, 2018 3:58 am
by evillair
My png's didnt save the alpha channels so I used TGA's.
Cool, show screens if you do! :)

Re: New Textures

Posted: Fri Dec 14, 2018 11:18 am
by CZghost
What image editor did you use? Photoshop? It should know to save alpha channel in PNG, right?

EDIT: It can't save alpha channel directly, but there is workaround: make the background from TarGA into layer, make the alpha channel into selection and apply a mask from selection to the layer. It will save an alpha channel into PNG. Or, convert TarGA to PNG using a converter.

EDIT2: Yep, it works :) Just use Photoshop's own built in mechanisms to create PNG with alpha channels. If you do not apply the mask before export to PNG, it will preserve the color data in masked areas, so it acts really like an alpha channel. I won't scale the textures, I just make them simpler and convert them to JPEG :)

Re: New Textures

Posted: Fri Dec 14, 2018 1:51 pm
by evillair
Yeah, if you don't need the alpha just use .jpg :)

Re: New Textures

Posted: Fri Dec 14, 2018 3:08 pm
by CZghost
I did it :) Opaque are converted into JPEG to save a little bit of valuable space (I saved it to maximum quality - Photoshop noted it 10 out of 12 points of quality, so you won't notice details loss), and the transparent are both in TGA for Quake 3 and PNG for Quake Live.

Wanna see how it looks? :) Check out this download [ RAR : 50 MB ]
The RAR has around 50 MB. Good thing is that it's compressed. Even with already compressed JPEG files, the original uncompressed files have all together total of 71.1 MB! Good thing is that it's hi-res, so it will look better in the map at close lookup. However, prepare for a slightly bigger mem settings (especially com_hunkmegs). How do you calculate necessary minimum megs settings for a specific map? Because not all map data are loaded into hunkmegs, some are loaded into zonemegs, some into another mem array... Do I have to lookup for lumps data sizes and try to figure out which ones go to where?

I used Photoshop to add in normal map to make it stand out and roughness map to make it stand out even more.
I extracted the green channel from the normal map into grayscale (using channel selector) and applied "Overlay" blending mode to it.
Then I placed in the roughness map, inverted colors and applied "Soft Light" blending mode to it. As it turns out, it looks more natural with "Soft Light" blending mode than with "Overlay".

And as it turns out, I am definitely going to use some in my WIP next map Schöna. Not all, but for the sake, I'm going to install all the textures in to see, how many are going to be used. Some of them are going to be used as textures for some models, I think. Maybe crates?

Re: New Textures

Posted: Fri Dec 14, 2018 4:47 pm
by obsidian
Hey evillair, got any tips on how you created those weathering effects - particularly the surface scratches?

Do you use a set of brushes or a layered on texture map or other method? I'm guessing you start with a base layer and then hand painted details in along edges, etc. They look really good.

Re: New Textures

Posted: Fri Dec 14, 2018 5:04 pm
by CZghost
obsidian wrote:Hey evillair, got any tips on how you created those weathering effects - particularly the surface scratches?

Do you use a set of brushes or a layered on texture map or other method? I'm guessing you start with a base layer and then hand painted details in along edges, etc. They look really good.
Since I combined the diffuse, normal and roughness maps together to convert textures to be used in Quake 3, I was able to compare the textures in slideshow and I actually noticed a pattern that is generally the same in these scratches throughout the textures, so definitely layering. I'm not sure about the rusty edges, though, they seem rather random, but yet again I can be fooled by very clever layering. Nevertheless, this texture set is awesome and I love it! :D

EDIT: So rusty edges are also layered.