cityy wrote:Sometimes I feel like I am really restricted - imagination wise.
Everyone has the potential to create awesome stuff but you got to practice the details first. Find a picture of something you like (building/architecture) and build it. Understand the process of detail, scale and layers of materials. Find out how things are built in real life, understand how materials breaks, gets worn down and interacts with each other. Practice these things in small test maps and initially limit yourself to a few materials so you don't get distracted with other details.
I rarely pimp other peoples sites but this one is especially good if you are trying to understand where to start with level design. The author has a very good attitude about that anyone can be artistic or imagative, you just got to spent time practicing.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture. In your screenshot I still see a clash between the parts that are cut out and the actual layout of the planks in the texture. If you match the two as in Hipshot's picture, that aids the illusion of the material in the texture.
It's just like extruding or removing bricks by following the edges of the bricks portrayed in a wall's texture.
If necessary, edit the wood texture to match the grid better, or select a different texture that already does so.
I guess sometimes I am just not patient enough.. I often do things too superficial - one of attributes I don't like about me. And of course I am lacking experience and practice.
Thanks for the advices guys I will try to get better! I am gonna look into that site sock - didn't know it yet.
Hipshot wrote:Do this instead.
It will take more time, use up more tris, but will look a lot better...
cityy: option 3 (or 4 or whatever i didn't count): make a single large texture (i.e. 768x768) painted to look like broken planks w/ dirt (maybe a couple of such textures or use a shader to blend different alpha channels. your broken wood bits look like ice chunks and hipshot's are a bit square and regular
sorry i don't have an example
alternatively, skip the literal realism and dispense with all this broken floor stuff. it's a major mapping cliche (even more so than pipes ), and spoils what could be a nice clean map.
Tabun wrote:@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture.
I know what you mean, but my OCD gets really bad when people say stuff like that. You could end up with loads and loads of brushes meeting along the edges rather than corners. Texture details should follow the grid so sections can be arranged in the way suggested, but due care must be given to avoid a huge amount of t-junction errors. I would cut out sections and slice up the solid areas into triangles to make things right, otherwise I really wouldn't be able to sleep.