monaster wrote:At least that would partly explain why I never got any feedback on any of my screenshots except once

Well your screenshots have several problems:
1) Crazy large filesize to view/download. Nobody wants to spend ages waiting for screenshots to load, especially ones that look unfinished. Not everyone has a 10Mb internet connection and large part of the world are still struggling with <256K ADSL, so trying to download a 1.5Mb screenshot is just frustrating.
2) Your screenshots always looked rushed, unfinished, hardly any shadows or light contrast and countless broken textures. A screenshot is suppose to give people an idea of what you are doing and a visual presentation of what to expect. I suspect you are so eager to share what you are doing that you are just taking snapshots (a rough screenshot used for testing) and not being patient and waiting till you got something done.
3) Actually finish a small corner of something and make it look good. Test your lighting, apply textures and make it look amazing. Once you have people's attention then they will look past the rough stuff and give feedback. Remember your screenshot should be a hook to get people interested in what you are doing, not something that makes them turn away.
cityy wrote:I am currently trying to create some textures for q3ct4.
What theme are you trying to do? What style of architecture are the textures suppose to work with? Why post this in general screenshots when you have a thread dedicated to your map already!

If you really want to understand how textures work then I highly recommend you start with creating something with a ID texture set first before trying something brand new. There are alot of lessons to be learn't from using an existing set.
For example: see how the horzontial/vertical lines in the textures are mostly on the editor grid so that they can work across brush/patch edges. See how the overall texture colour palette works together and do not look like a
cranky steve disco collection. Work out how to solve large wall surfaces with texture detail, get use to a grid scale (16/32 trims, 128 blocks etc) Understand texture scaling across edges (0.35 scale across 45 degree surfaces) and texture alignment rotation tricks (27/45/63 angles).
My point being, if you spend time understanding how an existing texture set works, you will be in a a lot better position to understand how to create your own texture set next.
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