Werkkzeug Texture Renderer

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Salinga
Posts: 86
Joined: Thu Apr 14, 2005 10:04 pm

Werkkzeug Texture Renderer

Post by Salinga »

I discovered a freeware tool with which you can render textures procedurally:

http://www.werkkzeug.com/

Maybe it can be usefull for some mappers too.

Examples:
Image Image Image Image Image Image Image Image Image Image

This is a realtime computer animation, 177kb in size (!), using this tool to render all textures for the city:
http://www.theprodukkt.com/debris

Image Image Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Werkkzeug Texture Renderer

Post by obsidian »

You can also use MaPZone. It creates some really advanced materials and shaders:

ImageImage

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

Re: Werkkzeug Texture Renderer

Post by o'dium »

You can also use photoshop, it creates some pretty kick ass, none noise filled assets :p
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Werkkzeug Texture Renderer

Post by obsidian »

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]
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