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Topic : "Texture Pack preview... (BIG images)" |
Zash junior member
Member # Joined: 05 May 2001 Posts: 5 Location: Belgium
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Posted: Sat Jun 02, 2001 2:07 am |
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Here is a small preview of certain textures I've developed:
[ June 02, 2001: Message edited by: Zash ] |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sat Jun 02, 2001 2:30 am |
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the one below the gear thingie will tile like a motherfucker. do something about it. the one on it's right side will do the same as well. |
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Zash junior member
Member # Joined: 05 May 2001 Posts: 5 Location: Belgium
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Posted: Sat Jun 02, 2001 4:11 am |
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I know that one will, it was more of a test to see if it worked out, it does tile OK. not perfect.. but I can always take out the blue.
The one on it's right, I would guess you're talking about the grey ciment, that tiles very very well. They all tile nicely, except the one you pointed out with is the zigzag rock and the two textures with the same trim i.e the green and brown texture with the grey trim, They will only tile horizontaly.
The rest will tile nicely, (if I remember correctly).
later,
Toby.
[ June 02, 2001: Message edited by: Zash ] |
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William H. Daniels member
Member # Joined: 18 May 2001 Posts: 89 Location: Loxley, AL, USA
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Posted: Sat Jun 02, 2001 12:13 pm |
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I would love to see some of the steps leading to these. I play around with texturing, but nothing of this caliber. Very "wabi". |
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Salty Dog junior member
Member # Joined: 12 Apr 2001 Posts: 45 Location: Canton, OH
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Posted: Sat Jun 02, 2001 12:54 pm |
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How much of these are photo based? Some of them seem too photorealistic to be simply painted. I agree with William Daniels, I'd like to see the processes behind these. |
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Zash junior member
Member # Joined: 05 May 2001 Posts: 5 Location: Belgium
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Posted: Sat Jun 02, 2001 1:07 pm |
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A few are photo-based. Not all. The gravel comes from a picture, the paved wall/street texture is from a picture, the working sign, the blood is from ink, and the brown earth is from a picture.
The rest has been digitaly created using PS 6. I used a combination of a lot of things. I tend to have a b/w shadow layer and then my actual texture layer, then I just use the shadow on top and see which layer option is best. For the big rusty rock, I used a combination of diferent rock textures I had created, and then I'd make a Hue/Sat layer adjustment with one for the rock textures to add the colour.
A lot of the time I'll create the stuff in b/w and then just use a layer adjement filter in order to chage the color, curve, etc. So it allows me to change any of theses setting after if I want to have something else with it.
Fo rthe Grass I made spots on my sheet, then I kinds "wiped"'em with some bush and gave the spots certain bightness differnces, then applied a colour layer on top.
oh year, the "Rue Du Moulin D'Hollers" sign is from a picture, it's the sign from my street.
That's all i'll reveal for now
T.
[ June 02, 2001: Message edited by: Zash ] |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Mon Jun 04, 2001 12:07 am |
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reveal? |
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Mon Jun 04, 2001 1:19 pm |
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What kind of use are you hoping these will get?
I don't think they would work very well in a game context, as you seem to be making them iconographic rather than realistic. For example, your circuits only look like a diagram of circuits, and not like any kind of physical piece of technology. The same goes for the gears.
For the planks and tiles, it would help to make your wear and grime patterns "aware" of gaps. Because tiles and planks tend to sit at different angles, and are replaced from time to time, the grime on each unit should generally not line up with the grime on adjascent units. Perhaps your tiles could use some grout, instead of the ambiguous black lines you're presently using.
I do like the grass, and the stone wall. However, as I said, if you're targeting realtime game use, most of these wouldn't work very well.
I've just spent four months texturing college football stadiums for a Dreamcast game though, so maybe I'm being overly picky. |
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