Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
Post
by obsidian » Thu Sep 23, 2010 2:57 pm
You can also use MaPZone. It creates some really advanced materials and shaders:
http://www.mapzoneeditor.com/
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
Post
by o'dium » Thu Sep 23, 2010 5:28 pm
You can also use photoshop, it creates some pretty kick ass, none noise filled assets
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
Post
by obsidian » Thu Sep 23, 2010 5:35 pm
Procedural has its uses. I think it's a great starting point to creating some realistic base materials like metal or concrete and then using those base layers in Photoshop (I sometimes also make use of Illustrator) to create masks and layers of different materials to create wall panels and other textures.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]