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Texture wip

Posted: Tue Sep 27, 2005 7:08 am
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]

Posted: Tue Sep 27, 2005 9:39 am
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.

Posted: Tue Sep 27, 2005 10:50 am
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.

Posted: Tue Sep 27, 2005 12:26 pm
by Fjoggs
I concur(e), you're obsessed with smellings! :p

Posted: Tue Sep 27, 2005 1:58 pm
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?

Posted: Wed Sep 28, 2005 11:41 am
by Anwulf
Fjoggs wrote:I concur(e), you're obsessed with smellings! :p
[Restrains self. Gnnn!]

Posted: Wed Sep 28, 2005 4:50 pm
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.

Posted: Wed Sep 28, 2005 6:52 pm
by Pext
i like the tiles, but they'd look a whole lot better if you'd shuffle them a bit around

Posted: Thu Sep 29, 2005 12:51 pm
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.