Texture wip

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Chi
Posts: 44
Joined: Sun Feb 13, 2005 2:06 pm

Texture wip

Post by Chi »

I was making some textures a while ago, maybe ill release them in a pack or something. Tell me what you think. These are just some examples:

[lvlshot]http://img341.imageshack.us/img341/2792/floor01bbig8fa.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/6407/floor038ll.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/4382/floor057au.jpg[/lvlshot]
[lvlshot]http://img341.imageshack.us/img341/3694/floor125ru.jpg[/lvlshot]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

What are these texture for? If its for local mapped enviroments then you need to look closely at your bright spots as these will be an eye soar.

If its for static lightmapped engines ala Quake 3 then you need to work on your shadowing, and pre-bbaking some lighting information onto them.

No matter what these are for, ditch a few things you do and try others. For a start, make it tile. Second, ditch the old "sharp lines" look you have going on. Remmeber that you shouldn't just create a one pixel edge along the sides of everything and colour it or brighten it, you need to add a little wear and tear.

Not bad for your first textures, but remember to keep a goal in mind.
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

o'dium wrote:...these will be an eye soar.
Sorry, I can't help myself, but it's "eyesore". Unless you mean "eye soar" in the :rolleyes: sense. :)

Sigh. I need therapy.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I concur(e), you're obsessed with smellings! :p
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Not bad Chi, some interesting surface types and patterns, that central stip in the middle texture esp. How do they look in game?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Fjoggs wrote:I concur(e), you're obsessed with smellings! :p
[Restrains self. Gnnn!]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Not bad, but maybe a bit too obvious you based all those textures on the same template.


Speaking of templates: You could make the set out of generic textures which can then be mixed and matched with decals.

You'd strip the first texture of the bloodstain and trimming, for instance, and use bloodstain/trimming decals on them.

Versatile and keeps texture mem usage down in the long run.
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

i like the tiles, but they'd look a whole lot better if you'd shuffle them a bit around
Chi
Posts: 44
Joined: Sun Feb 13, 2005 2:06 pm

Post by Chi »

Not bad Chi, some interesting surface types and patterns, that central stip in the middle texture esp. How do they look in game?
Not as great as I hoped, Ill post some screenies later.
Speaking of templates: You could make the set out of generic textures which can then be mixed and matched with decals.
Thats an idea, are there any downsides when using that method?
Not bad, but maybe a bit too obvious you based all those textures on the same template.
Yeah, I was a bit lazy and only used one photograph. :paranoid:
What are these texture for?

If its for static lightmapped engines ala Quake 3 then you need to work on your shadowing, and pre-bbaking some lighting information onto them.

No matter what these are for, ditch a few things you do and try others. For a start, make it tile. Second, ditch the old "sharp lines" look you have going on. Remmeber that you shouldn't just create a one pixel edge along the sides of everything and colour it or brighten it, you need to add a little wear and tear.
They are for q3, will add some scratches and shadows to them.
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