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Topic : "Texture: Sci Fi Wall Light" |
nickmarksdotcom member
Member # Joined: 17 Feb 2001 Posts: 244
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Posted: Wed Oct 03, 2001 9:05 pm |
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What do you guys think? If any of you are doing MOD's you are free to use it Also if anyone again has any texture work please give me a buzz. Thanks
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sacrelicious member
Member # Joined: 27 Oct 2000 Posts: 1072 Location: Isla Vista, CA
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Posted: Wed Oct 03, 2001 9:27 pm |
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This may sound odd, but I think your texture (while otherwise excellent) has too much depth. Flat textures don't work very well with that much z-axis information. However, the design and detail work are exemplary. |
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Icannon member
Member # Joined: 13 Sep 2000 Posts: 597 Location: st.albert, AB, Canada
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Posted: Wed Oct 03, 2001 9:39 pm |
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i agree with sacrelicious. it's so very nicely done, but just too 3d for a texture. mmm, this makes me want to make levels again. |
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nickmarksdotcom member
Member # Joined: 17 Feb 2001 Posts: 244
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Posted: Wed Oct 03, 2001 9:58 pm |
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I here what you are saying and are right. I would have to use it selectively in places the player can't get to but can look at. Yes? |
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nickmarksdotcom member
Member # Joined: 17 Feb 2001 Posts: 244
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Posted: Wed Oct 03, 2001 9:59 pm |
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also thanks for the compliments
[ October 03, 2001: Message edited by: nickmarksdotcom ] |
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CapnPyro member
Member # Joined: 25 Mar 2000 Posts: 671 Location: Thousand Oaks, CA
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Posted: Thu Oct 04, 2001 1:35 am |
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that thing is very 3d looking, i like it alot. great textures |
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cyBeAr junior member
Member # Joined: 10 Nov 2000 Posts: 42 Location: Stockholm, Sweden
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Posted: Thu Oct 04, 2001 2:23 am |
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The actual lights in the texture could look more intersting and it looks to me that they could cast some more light in parts of the texture.
Besidse that I'll just agree with the other crits. |
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nil900 member
Member # Joined: 19 Sep 2000 Posts: 248 Location: Hamburg, Germany
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Posted: Thu Oct 04, 2001 3:01 am |
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Awsome looking wall but you surely have to put it behind a window or something because of the depth.
Is it a game with just one texture or do you got more to show? |
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TextureMan junior member
Member # Joined: 06 Sep 2001 Posts: 1 Location: champaign illinois
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Posted: Thu Oct 04, 2001 7:03 am |
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This is a very nice image, but I am not sure how useful it will be as a texture.. You generally want to avoid harsh highlights on anything since it will repeat very often and be very noticeable. The player will feel something is wrong because as they move around the wall or object the highlight does not change... it is a very subtle thing but once the texture is in game it is obvious.. The 3-D nature of the texture might also be a problem, you generally want to avoid that when making textures for games... But over all very nice piece... |
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cubulets member
Member # Joined: 12 Dec 2000 Posts: 59 Location: Lost through the clouds
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Posted: Thu Oct 04, 2001 7:10 am |
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nick ... "I hate u" but I love your work. Makes me remember the times I was experimenting metal and rust textures, whoaa the times
Nice work.
[ October 04, 2001: Message edited by: [s]layer ] |
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jerO member
Member # Joined: 22 May 2001 Posts: 260 Location: middle of nowhere, Virginia
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Posted: Thu Oct 04, 2001 8:35 am |
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Really nice, Nick.
I'd agree with others, and say that as long
as it's not a full-wall 256 and it's just like a detail texture for some areas small it would look really good.
If it's small, the hood would only stick out a couple inches and that's fine, but if it's full-wall the thing sticks out like 3 feet
Still looks very cool.
good job.
jerO |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Thu Oct 04, 2001 11:31 pm |
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ok, nickmarks, that's a great texture, heh and instead of complaining how it sticks out so much, I decided to show you exactly how much it sticks out, so, here's my 10 minute 372 poly model of your texture
1) flat shaded, Brazil render
2) Textured, MAX render
3) Textured, bumped, Brazil render
well, hope you like it, took about 20 minutes... well, the renders took a bit longer
[ October 05, 2001: Message edited by: shahar2k ] |
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CapnPyro member
Member # Joined: 25 Mar 2000 Posts: 671 Location: Thousand Oaks, CA
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Posted: Thu Oct 04, 2001 11:43 pm |
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frickin cool shahar! |
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nickmarksdotcom member
Member # Joined: 17 Feb 2001 Posts: 244
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Posted: Fri Oct 05, 2001 12:00 am |
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ROFL!! that is so awesome! i have never seen one of my textures used that way. Great work Shahar2k. A level designer might be able to do that in a level...372 polys is cheap computer wise.
That is ssooo neat though. Great work. I will end up tucking the texture in some more but i guess it could be used for places like this. I am blown away
Nick |
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Matt Elder member
Member # Joined: 15 Jan 2000 Posts: 641 Location: Sydney, NSW, Australia
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Posted: Fri Oct 05, 2001 12:10 am |
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That is a way cool texture and the 3D render / polygon also rates well. If only I had time for 3D... |
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cybertoker2001 member
Member # Joined: 13 Jun 2001 Posts: 276 Location: Arizona
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Posted: Fri Oct 05, 2001 3:10 am |
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Nice work Nick, and Shahar's 3D rendering makes it complete.
You guys should work together.
Shahar...just gotta say it one more time...outstanding.
And Nick.....I don't know how you do such awesome textures. Everytime I try to make a texture it comes out looking like total ass. =/
Oh well..........
Great stuff.
Take it easy,
CT2001 |
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Steven Stahlberg member
Member # Joined: 27 Oct 2000 Posts: 711 Location: Kuala Lumpur, Malaysia
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Posted: Fri Oct 05, 2001 4:29 am |
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Yikes, that's the best metallic-industrial graphic element I ever saw! (I won't call it a texture cause it would have technical problems as others have remarked... but that's no big deal to me, I hate low-res realtime stuff and would love to see you redo this as a high-res item with real specularity and bump maps, it really deserves no less.)
You could make it an image in its own right, just print it out and frame it and hang it on my wall! Or use it as a background, or some kind of element, in some kind of art work, wallpaper, or whatever... I just love it! |
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a_sh member
Member # Joined: 04 Oct 2001 Posts: 149 Location: Uppsala, Sweden
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Posted: Fri Oct 05, 2001 6:48 am |
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i think this, with global lighting would be really cool
of cource, global lighting is cool with most stuff |
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Vesuvius member
Member # Joined: 13 Jan 2001 Posts: 718 Location: Newton, Ma, USA
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Posted: Fri Oct 05, 2001 8:05 am |
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do you have a tutorial anywhere of the steps you take in making your textures, whether this one or another? |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Fri Oct 05, 2001 9:37 am |
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heh nick, it might be used as a mapobject in Quake 3
I dont have that much practice with animation yet though, and I've only done 2 high poly objects so far that actually looked good....
I really like the low poly stuff on your site, heh although, some of the other stuff you have is much better. |
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jcFIG member
Member # Joined: 05 Aug 2001 Posts: 189 Location: San Diego, Ca.
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Posted: Fri Oct 05, 2001 10:48 pm |
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Nick, LONG time no see. Awesome texture by the way. Hows your Psychotic Episode going? |
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