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Author   Topic : "Game Textures"
Brain
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Joined: 26 Oct 1999
Posts: 662
Location: Brisbane, Australia

PostPosted: Wed Dec 12, 2001 8:05 am     Reply with quote
I've been relatively quiet lately due to being rather bloody busy getting stuff done for my groups game demo ready for Industry Night on Monday. Thought I'd post up a couple of things just because. @:-)

Textures by me, models by Daniel Rogers.




Work in Progress
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[Shizo]
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Joined: 22 Oct 1999
Posts: 3938

PostPosted: Wed Dec 12, 2001 11:10 am     Reply with quote
Brain you bastage!
Textures are ehh.. a little bland if you know what i mean. No defence but skin just looks plasticky and milky in color. To improve clothes and skin, look at photos or soem models from retail game and see what you can do.

Girls wear panties.
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eVilAsmo
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Joined: 03 Feb 2001
Posts: 50

PostPosted: Wed Dec 12, 2001 1:17 pm     Reply with quote
To improve, I think definition is what you're after..

You need to create illusion of textures and form, where there is none on the model itself, you need to force shading and tie it all up together nicely.. quite a task for anyone I think..

For that reason, I've loved Rorschach and Strangefate's work for some time.. I'd recommend you track their skinning work done, or failing that, open Quake3's .pk3 file (winzip will do it) and hunt down the skin .tgas for some inspiration..

Nice start tho
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bld
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Joined: 15 Dec 2000
Posts: 235
Location: USA

PostPosted: Wed Dec 12, 2001 10:16 pm     Reply with quote
I'm going to agree with the previous two posts. Quake3 and Unreal Tournament skins are nice places to inspiration. Skinning is a pain sometimes too, lots of detail is lost when things wrap around polys.
Couple other notes about skinning: Things look very diff in game than in 3d proggy, colors change, contrast changes, 1/2 the time in skinning is testing it.
Add some detail to skin, folds to clothes.
When doing shadows, make the shadow a dark shade of the base colors compliment and multiply it over the base color. Adds to realism. Highlights can usually be kept to a tint of the base color.
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Brain
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Joined: 26 Oct 1999
Posts: 662
Location: Brisbane, Australia

PostPosted: Thu Dec 13, 2001 5:20 am     Reply with quote
Shiz: Gotcha, and working on it.

eVilAsmo: Know Rorschach and Strangefate's stuff well. I'm rather irritated after going over the Q3 stuff. What I've done is nowhere near the quality I want, and it's very bad timing to lose faith in my work... Inspiration made a backfire.

bld: Am aware of the variation between game and 3dsmax, and I have been checking. Thanks for the tip on multiplying complimentary colours. Never thought of that. @:-)
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eVilAsmo
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Joined: 03 Feb 2001
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PostPosted: Fri Dec 14, 2001 12:26 am     Reply with quote
That sorta depression is only natural I guess when you're comparing your work to the masters of their field.

The trick is to keep your chin up, acknowledge it's a learning process, deconstruct their work to it's fundamentals so you can re-incorporate it into yours in your own style.
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Brain
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Location: Brisbane, Australia

PostPosted: Fri Dec 14, 2001 5:14 am     Reply with quote
Yeah. I ended up being positive about it all, which is the reason why I only got 4 hours sleep yesterday @:-)
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[Shizo]
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Joined: 22 Oct 1999
Posts: 3938

PostPosted: Fri Dec 14, 2001 3:08 pm     Reply with quote
Good going Brain! Keep your hands on the wheel.
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