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Author   Topic : "Texture: Sci Fi Wall Light"
nickmarksdotcom
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Joined: 17 Feb 2001
Posts: 244

PostPosted: Wed Oct 03, 2001 9:05 pm     Reply with quote
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
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Joined: 27 Oct 2000
Posts: 1072
Location: Isla Vista, CA

PostPosted: Wed Oct 03, 2001 9:27 pm     Reply with quote
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
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Joined: 13 Sep 2000
Posts: 597
Location: st.albert, AB, Canada

PostPosted: Wed Oct 03, 2001 9:39 pm     Reply with quote
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
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Joined: 17 Feb 2001
Posts: 244

PostPosted: Wed Oct 03, 2001 9:58 pm     Reply with quote
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
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Joined: 17 Feb 2001
Posts: 244

PostPosted: Wed Oct 03, 2001 9:59 pm     Reply with quote
also thanks for the compliments

[ October 03, 2001: Message edited by: nickmarksdotcom ]
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CapnPyro
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Joined: 25 Mar 2000
Posts: 671
Location: Thousand Oaks, CA

PostPosted: Thu Oct 04, 2001 1:35 am     Reply with quote
that thing is very 3d looking, i like it alot. great textures
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cyBeAr
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Joined: 10 Nov 2000
Posts: 42
Location: Stockholm, Sweden

PostPosted: Thu Oct 04, 2001 2:23 am     Reply with quote
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
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Joined: 19 Sep 2000
Posts: 248
Location: Hamburg, Germany

PostPosted: Thu Oct 04, 2001 3:01 am     Reply with quote
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
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Joined: 06 Sep 2001
Posts: 1
Location: champaign illinois

PostPosted: Thu Oct 04, 2001 7:03 am     Reply with quote
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
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Joined: 12 Dec 2000
Posts: 59
Location: Lost through the clouds

PostPosted: Thu Oct 04, 2001 7:10 am     Reply with quote
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
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Joined: 22 May 2001
Posts: 260
Location: middle of nowhere, Virginia

PostPosted: Thu Oct 04, 2001 8:35 am     Reply with quote
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
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Thu Oct 04, 2001 11:31 pm     Reply with quote
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
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Joined: 25 Mar 2000
Posts: 671
Location: Thousand Oaks, CA

PostPosted: Thu Oct 04, 2001 11:43 pm     Reply with quote
frickin cool shahar!
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nickmarksdotcom
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Joined: 17 Feb 2001
Posts: 244

PostPosted: Fri Oct 05, 2001 12:00 am     Reply with quote
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
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Joined: 15 Jan 2000
Posts: 641
Location: Sydney, NSW, Australia

PostPosted: Fri Oct 05, 2001 12:10 am     Reply with quote
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
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Joined: 13 Jun 2001
Posts: 276
Location: Arizona

PostPosted: Fri Oct 05, 2001 3:10 am     Reply with quote
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
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Joined: 27 Oct 2000
Posts: 711
Location: Kuala Lumpur, Malaysia

PostPosted: Fri Oct 05, 2001 4:29 am     Reply with quote
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
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Joined: 04 Oct 2001
Posts: 149
Location: Uppsala, Sweden

PostPosted: Fri Oct 05, 2001 6:48 am     Reply with quote
i think this, with global lighting would be really cool

of cource, global lighting is cool with most stuff
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Vesuvius
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Joined: 13 Jan 2001
Posts: 718
Location: Newton, Ma, USA

PostPosted: Fri Oct 05, 2001 8:05 am     Reply with quote
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
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Fri Oct 05, 2001 9:37 am     Reply with quote
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
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Joined: 05 Aug 2001
Posts: 189
Location: San Diego, Ca.

PostPosted: Fri Oct 05, 2001 10:48 pm     Reply with quote
Nick, LONG time no see. Awesome texture by the way. Hows your Psychotic Episode going?
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