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 		
		
						
						
		 
		
						
					
													
							
						
									
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								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 							 
									
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								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 		
		
						
						
		 
		
						
					
													
							
						
									
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								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]