While I started this thread on our Blur forums, feel free to post here or there, up to you. I created the thread as a test to see how I can mess up OverDose so that the levels feel more real instead of looking so clean. Even though the tutorial is for OverDose, the actual feature set is pretty much like Quake 4/Doom 3 so the tutorials and even the materials should all work fine. Take a look anyways, its free to view:
http://www.quake2evolved.com/blurforum/ ... genumber=1
Grungification - The Art Of Making A Mess
Wow o'dium, you are getting some great stuff there. This reminds me of something we used to do with sequencing music. You would take an arpeggio of 8 measures and loop it. Then you would take another one of 7 or 9 measures (or both) and lay it on top of the first one. The sequences are all looping, but the offset in measures causes "random" patterns to be formed (Sonic Clang might relate to this kind of thing). I never thought of this concept being applied to texturing. I am nowhere near having the skills to use this, but seeing the possibilities keeps me going.
Keep up the good work.
Keep up the good work.
Dilbert is a documentary.
Yup, I've been doing this for a while in Q3. Works great for terrain surfaces since the large surface area of terrain would otherwise result in a large amount of tiling.
Good to see a tutorial for it though.
Good to see a tutorial for it though.
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