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Re: Interlopers Wip Texture Thread!

PostPosted: Mon May 06, 2013 3:19 pm
by kraid
Nice. Wated to try Knald yesterday, instantly CTD. Guess i have to wait for an update.

Re: Interlopers Wip Texture Thread!

PostPosted: Mon May 06, 2013 6:46 pm
by Epifire
Man that is some nice stuff you got going White Devil, I didn't know you were working on stuff for NS 2. I need to look into this Knald now.

Looks great though, Knald seems to work wonders with metal textures especially.

Re: Interlopers Wip Texture Thread!

PostPosted: Mon May 06, 2013 7:09 pm
by marks
I tried out Knald for some stuff I was doing at work a few weeks ago - I personally thought it was rubbish. :| could be some issue with tangent basis of me using an older version of 3dsmax. It was very quick, but I didn't think the quality was there (comparable to baked from geometry).

Re: Interlopers Wip Texture Thread!

PostPosted: Tue May 07, 2013 6:24 pm
by vcool
It didn't pickup your bolt/rivet things.

Re: Interlopers Wip Texture Thread!

PostPosted: Tue May 07, 2013 6:40 pm
by marks
Turns out I was using the wrong settings, it works pretty DAMN good actually...

Re: Interlopers Wip Texture Thread!

PostPosted: Fri Jul 19, 2013 4:44 pm
by Sathor
Began to create some textures for de_investment. Aim is to match the original textures from ME, without using any ripped content. All textures made from scratch for that reason.
In comparison:
My marble on the right, original on the left:
Image

My marble on the right, original on the left:
Image

While I did the diffuse and specular map, I didn't get around to make the normal map yet. Still, I guess I got close enough with the diffuse.

Re: Interlopers Wip Texture Thread!

PostPosted: Sat Jul 27, 2013 4:59 am
by Epifire
First attempt at building a modular texture sheet. It's for use in an old engine, to be used when these details are needed on indoor structures. I guess combining four into one helps with memory usage, so all the better I guess...

Image

Re: Interlopers Wip Texture Thread!

PostPosted: Sat Jul 27, 2013 7:26 am
by Sathor
My only complaint is there transition between the upper right and upper left panel, especially at the "crossroad" of the four panels.

And some of my stuff:
concrete type 1 (original ME texture on the right, my completely-from-scratch custom one on left)
Image

Ingame, the black marble tiles are my custom ones too:
Image

concrete type 2 (original on the left, custom on the right, will be redone since I accidently made it on 512x512 :smt021 )
Image

ceiling tile type 1 (my most recent addition as of yesterday. original on the right, custom on the left)
Image

Re: Interlopers Wip Texture Thread!

PostPosted: Sat Jul 27, 2013 7:41 am
by Armageddon
You need to sharpen and darken the lines in both concrete textures. Especially the first, also it needs a stronger normalmap.

Re: Interlopers Wip Texture Thread!

PostPosted: Sat Feb 08, 2014 2:01 am
by Whipper
hello folks
Recently been working a lot on texture workflow in photoshop and wanted to show a few off..
Marble texture - Image
Metal panel i plan to use in an environment im toying with - Image
This one i attempted after watching the work flow of this guy "Rafaƫl De Jongh" on youtube jst for some practice http://www.youtube.com/watch?v=Kg4s3F37toI Image
All rendered on a flat plane, still to be applied into a game engine and specular maps to be adjusted accordingly.

Re: Interlopers Wip Texture Thread!

PostPosted: Tue Jul 29, 2014 6:32 pm
by plagueofburia
I recently created a set of office wall textures, out of the set, these are probably the most detailed from that set. They have a lot of details and should work with HL2 stock textures.

Image

Image

This is a basic normal map for one of the textures
Image

Re: Interlopers Wip Texture Thread!

PostPosted: Tue Jul 29, 2014 9:01 pm
by Armageddon
Might as well post this, not like I'm going to finish it.

Image


EDIT: GRATE MUNCHIN'!

Image

Re: Interlopers Wip Texture Thread!

PostPosted: Thu Aug 07, 2014 8:04 pm
by plagueofburia
These are the new Floor tile texture set I recently finished, it took some time, because there is so many parts/tiles to the set. They have floor details as well as a bump map same as the wall. I have also added some extra details by hand.

I also created the red carpet parts of the tile as decals/overlays not sure if they work or where I can use them.

Floor tiles
Image

Carpet
Image

Re: Interlopers Wip Texture Thread!

PostPosted: Fri Aug 08, 2014 11:48 am
by kraid
I'd say to much shadow under the carpet, it looks like it's either hovering above the ground or much thicker then i'd expect from a carpet.

Re: Interlopers Wip Texture Thread!

PostPosted: Sat Aug 09, 2014 12:31 pm
by Sathor
@plagueofburia

As kraid says, the shadowing looks odd, also on those wall pieces you showed earlier. In 2014, you should maybe think about having such a carpet as a prop ... I doubt it will look very convincing like this. The floor tiles look good variants, but I think you rely too much on a 512x512 standard. It might be very obvious basically all variants use this measures, so any kind of damage is about the same size and in the same position.