I was making some textures a while ago, maybe ill release them in a pack or something. Tell me what you think. These are just some examples:
[lvlshot]http://img341.imageshack.us/img341/2792/floor01bbig8fa.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/6407/floor038ll.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/4382/floor057au.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/3694/floor125ru.jpg[/lvlshot]
Texture wip
What are these texture for? If its for local mapped enviroments then you need to look closely at your bright spots as these will be an eye soar.
If its for static lightmapped engines ala Quake 3 then you need to work on your shadowing, and pre-bbaking some lighting information onto them.
No matter what these are for, ditch a few things you do and try others. For a start, make it tile. Second, ditch the old "sharp lines" look you have going on. Remmeber that you shouldn't just create a one pixel edge along the sides of everything and colour it or brighten it, you need to add a little wear and tear.
Not bad for your first textures, but remember to keep a goal in mind.
If its for static lightmapped engines ala Quake 3 then you need to work on your shadowing, and pre-bbaking some lighting information onto them.
No matter what these are for, ditch a few things you do and try others. For a start, make it tile. Second, ditch the old "sharp lines" look you have going on. Remmeber that you shouldn't just create a one pixel edge along the sides of everything and colour it or brighten it, you need to add a little wear and tear.
Not bad for your first textures, but remember to keep a goal in mind.
Not bad, but maybe a bit too obvious you based all those textures on the same template.
Speaking of templates: You could make the set out of generic textures which can then be mixed and matched with decals.
You'd strip the first texture of the bloodstain and trimming, for instance, and use bloodstain/trimming decals on them.
Versatile and keeps texture mem usage down in the long run.
Speaking of templates: You could make the set out of generic textures which can then be mixed and matched with decals.
You'd strip the first texture of the bloodstain and trimming, for instance, and use bloodstain/trimming decals on them.
Versatile and keeps texture mem usage down in the long run.
Not as great as I hoped, Ill post some screenies later.Not bad Chi, some interesting surface types and patterns, that central stip in the middle texture esp. How do they look in game?
Thats an idea, are there any downsides when using that method?Speaking of templates: You could make the set out of generic textures which can then be mixed and matched with decals.
Yeah, I was a bit lazy and only used one photograph.Not bad, but maybe a bit too obvious you based all those textures on the same template.

They are for q3, will add some scratches and shadows to them.What are these texture for?
If its for static lightmapped engines ala Quake 3 then you need to work on your shadowing, and pre-bbaking some lighting information onto them.
No matter what these are for, ditch a few things you do and try others. For a start, make it tile. Second, ditch the old "sharp lines" look you have going on. Remmeber that you shouldn't just create a one pixel edge along the sides of everything and colour it or brighten it, you need to add a little wear and tear.