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 Post subject: Give Us Your Asset Requests Here.
PostPosted: Thu Jan 13, 2005 12:12 am 
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a gun & a nice word
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We need to work out a method of coordinating efforts between mappers and content artists.

This thread will serve as a medium to make texture/model requests.

I'm not sure who else is interested in making textures but I need a break from modeling so I'll take requests here.

I want details though. I don't want, "gimme a brick texture". I want specifics. If you can show me photos all the better.

That's all I can think of at the moment. Let's just run with it and see how it goes.

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Last edited by rich_is_bored on Mon Jan 24, 2005 5:37 am, edited 2 times in total.

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 Post subject:
PostPosted: Thu Jan 13, 2005 12:20 am 
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Might be a good idea to sticky this.


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 Post subject:
PostPosted: Thu Jan 13, 2005 12:39 am 
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i can always use good cornice textures. Ive been struggling to make one for a long time so perhaps you will have better luck. here are some examples

http://www.cornicemoulding.com/moldings/moulding.html

in particular some simple ones like below would probably be usuable on every single building we have going, it would just be a matter of changing defuse colour to make diferent coloured versions

http://www.cornicemoulding.com/moldings/501.html

http://www.cornicemoulding.com/moldings/507.html


It would probably be a good idea to make a nice matching smooth stone texture to go with it so people who use the cornice texture will have matching walls to go with it.


A good set of classical textures could be used to make many diverse looking buildings as basically most classical buildings are built from the same lego set.


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 Post subject:
PostPosted: Thu Jan 13, 2005 1:15 am 
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It doesn't look too bad. I'll give it a shot.

And yeah, I'll sticky this thread.

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PostPosted: Thu Jan 13, 2005 8:23 am 
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How's three in a few hours?

Screenshots

Image

Image

Note: The darkness in the bottom trim is due to the position of the light.

Download: (Right Click - Save As)
http://www.geocities.com/rich_is_bored/euro_molding.zip

Let me know what you think and if you'd like me to knock out a few more. :)

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 Post subject:
PostPosted: Thu Jan 13, 2005 8:48 am 
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Those look great.


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 Post subject:
PostPosted: Thu Jan 13, 2005 11:23 am 
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Nice work Rich, you beat me to it. I was planning on making one of those for my embassy building today. I think I still will, need to keep the buildings from all looking too much the same :)

More ref images:
http://www.cornicemoulding.com/
http://vytasornamental.net/vcornice.htm
http://architectural-ornament.com

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 Post subject:
PostPosted: Thu Jan 13, 2005 2:29 pm 
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picked up 100 armour

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awesom :D


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 Post subject:
PostPosted: Thu Jan 13, 2005 5:25 pm 
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For my office block, obviously highly intricate textures will look out of place (on the outside anyway), it's just concrete. I've searched everywhere for just a nice conrete texture and have come up empty handed. Either their too simple (grey square = concrete, right? lol) or their far more complicated, like they have bricks in or water marks on them.

Something like this:
Image but a little brighter, like your average office block really.

Anything anyone can come up with would be really appreciated.


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 Post subject:
PostPosted: Thu Jan 13, 2005 9:26 pm 
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I'm not too sure about this one.

Screenshot
Image

I had to up the resolution a bit to get all those little bumps and pits to look right but it just seems to feel more like stucko than concrete.

Download
http://www.geocities.com/rich_is_bored/ ... ncrete.zip

EDIT: Still not terrribly happy with this one but it looks a little better like this...

Image

All I've done here is change the scale a bit in the material shader...

Code:
textures/euro/rough_concrete
{
   {
      forceHighQuality
      nopicmip
      blend      diffusemap
      map      textures/euro/shared/concrete/concrete_diff.tga
      scale 1, 1
   }
   {
      forceHighQuality
      nopicmip
      blend      bumpmap
      map      textures/euro/shared/concrete/concrete_local.tga
      scale 4, 4
   }
   {
      forceHighQuality
      nopicmip
      blend      specularmap
      map      textures/euro/shared/concrete/concrete_spec.tga
      scale 4, 4
   }
}

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 Post subject:
PostPosted: Fri Jan 14, 2005 10:04 am 
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rich_is_bored wrote:
I'm not too sure about this one.

Screenshot
Image


I like this one - it actually looks pretty realistic.


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 Post subject:
PostPosted: Fri Jan 14, 2005 3:38 pm 
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Rich, those trims look great. I agree with beats that the non-scaled version of that texture looks better.

I was going to propose trims, but if you could do a proper top for the AC vent texture I'm using here (left):

Image

I can send you the AC vent texture normal/specular maps if you want.

Another one I'd appreciate is a texture for the window frame:

Image

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 Post subject:
PostPosted: Fri Jan 14, 2005 4:19 pm 
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a couple of decent window (both transparent and solid) might be a good idea. I made a solid window texture for my building which i thought was quite good for someone who knows bugger all about photoshop but im sure you could make a much better one. But maybe put that at the end of your list as there seem to be mroe urgent textures that need doing.


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 Post subject:
PostPosted: Fri Jan 14, 2005 9:14 pm 
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Yeah, you're right. Now that I look at it again, the original version of that concrete texture looks better.

Also, in regards to these new requests, could both of you give me rough dimensions of the faces that you plan to applying these textures to just so I have a good idea what is too big/small.

For instance, what's the size of this AC vent? What sized windows?

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 Post subject:
PostPosted: Fri Jan 14, 2005 10:49 pm 
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well for solid windows one size fits all with the fit button :D

The one im using at the moment is 128 by 128. It has white window frames and black bits for the glass. I made the black bits super shiny with the spec map and it looks kind of decent from a distance and it makes the building appear as if there are no lights on inside. However i thought things could look better if there were some with lights on and some with lights off. If you like i can send you the texture (pm me your email) or you can just get it from the next test build when goliath finishes it. You will probably get a better idea of what im talking about by looking closely at the second picture in my block5 thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=7741

as i said the texture i made is acceptable enough so dont think of this as being urgent.


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 Post subject:
PostPosted: Fri Jan 14, 2005 11:00 pm 
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rich_is_bored wrote:
For instance, what's the size of this AC vent? What sized windows?


The AC vent texture is 512 x 512 (the brush itself is only 64 x 64 -- just to retain that incredible detail). I'm sure we'll optimise this later if video mem starts being an issue.

As for the window frames, I'd actually prefer if you just did the wooden trim as a... say, 64 x 16 texture that we can then resize and fit the window frames as needed.

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PostPosted: Fri Jan 14, 2005 11:20 pm 
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The Image button at the bottom of my posts is the email address I use. Feel free to send me what you've got just for reference.

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 Post subject:
PostPosted: Sat Jan 15, 2005 5:14 am 
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@blushing_bride:

Got the files.

I'm not too sure about using a single flat texture to represent both the trim and the panes of glass.

It's perfectly fine for dark rooms where detail behind the glass isn't visible but in lit areas I don't believe it's going to work out very well.

I assume, in the case of these lit windows you're wanting me to draw the space behind the glass - desks, chairs, general officespace - into the texture? If so, my intention is to draw backlit blinds or curtains because the depth of a full fledged room can't be conveyed very well by a texture at the proximity these windows will be to the player.

The best method would be to flesh out the interior of the building so that lit areas behind the glass are visible but I'll run with the ball here and see what I can come up with.

@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.

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 Post subject:
PostPosted: Sat Jan 15, 2005 12:42 pm 
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rich_is_bored wrote:
@Mordenkainen:

Am I missing something?

The map you sent me is named block6 when you're supposedly working on block 7. The geometry in the file seems to support the idea that this is the wrong map.

That would explain why the section with the vents doesn't exist and none of the textures that are being used match what's in your screenshots.


I haven't sent you anything yet. :P

I'll send you the vent texture in a few mins.

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 Post subject:
PostPosted: Sat Jan 15, 2005 1:48 pm 
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Rich you can get the AC texture from here:

http://pwp.netcabo.pt/Tobril/metal033.rar (715kb)

Btw, for the window trim, sxotty made a good point WRT colour:

sxotty wrote:
Hey I don't know if you care, but my wife says that the window frames should be lighter than the building, specifically off white/eggshell/cream colors in this shot
http://img34.exs.cx/my.php?loc=img34&im ... 95b9ej.jpg


Could you make a regular wooden and a painted one? Thanks in advance.

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