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 Post subject: WIP - Some textures ( floor / wall / lights ... )
PostPosted: Sun Mar 25, 2007 5:16 pm 
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Hey guys!

I'm working on some textures at the moment and thinking about making a kind of texture pack. If so I'd have to do some more :)

Here are some screens. Hope you like them :)

(If the picture size doesn't fullfill the forum requirements I will remove them and just add the links)

Image

ImageImage

ImageImage

ImageImage

ImageImage

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PostPosted: Sun Mar 25, 2007 5:24 pm 
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Those look very nice! keep it up!


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PostPosted: Sun Mar 25, 2007 6:32 pm 
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Very comparable to id Software's own textures.

Actually, they remind a bit of Prey.


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PostPosted: Sun Mar 25, 2007 8:58 pm 
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Very nice stuff. I especially like the third one.

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PostPosted: Mon Mar 26, 2007 3:27 am 
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nice, could we see some wireframes of the low poly versions or are they just normal mapped rectangles?

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PostPosted: Mon Mar 26, 2007 8:03 am 
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Thanks for comments! :D
These are all texture normalmaps. They're just brushes with the textures assigned. I'm working on some new ones at the moment. I'll post some screenshots soon :)

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PostPosted: Mon Mar 26, 2007 3:58 pm 
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they look realy nice, is the third one a door? could you show the maps themselves?

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PostPosted: Mon Mar 26, 2007 5:37 pm 
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understood and cool :)

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PostPosted: Mon Mar 26, 2007 7:03 pm 
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Quote:
they look realy nice, is the third one a door? could you show the maps themselves?


Well the third one was not supposed to be a door but a kind of wall texture. But thinking about it you could also use it as a door.

I loaded up the maps.
Localmap:
Image

Diffusemap:
Image

Specularmap:
Image

And another one :)

Image

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PostPosted: Mon Mar 26, 2007 7:56 pm 
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interesting and your new one looks cool :)

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PostPosted: Tue Mar 27, 2007 10:05 am 
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they look really nice :)

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PostPosted: Tue Mar 27, 2007 11:52 am 
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Thanks! :)
I need to do more trims and such. Before I started mapping for Doom3 engine games i didn't know how useful those textures can be. Since texturing today is different than in the past ...

If you want to suggest textures you'd need don't hesitate to tell me ;)
Only thing is that the color schemes have to fit together.

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PostPosted: Tue Mar 27, 2007 3:56 pm 
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how about some high tech archway textures? ie for use on brushwork rather then models.

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PostPosted: Tue Mar 27, 2007 9:06 pm 
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Sure I can do that!
Still have to figure out how to bring a round shape for an archway in harmony with non-gothic high tech environment ... :)

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PostPosted: Tue Mar 27, 2007 10:45 pm 
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That are some nice textures. :D

elusive wrote:
Sure I can do that!
Still have to figure out how to bring a round shape for an archway in harmony with non-gothic high tech environment ... :)


There are lots of good examples for round arch constructions in modern architecture.
Check out Alameda subway station in Valencia by Santiago Calatrava for that. Fosters Faculty of Law in Cambridge is a nice example for a modern arch construction as well. And then there´s an awesome industrial building by Samyn and Partners in Belgium.

All of theser are not the typical doomesque hightech style but you can extrapolate from there.

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PostPosted: Wed Mar 28, 2007 12:20 am 
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cool! Thanks! I'll keep that in mind and see what I can find!

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PostPosted: Wed Mar 28, 2007 12:40 am 
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cool 8)

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PostPosted: Thu Mar 29, 2007 12:21 pm 
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good work but i like the last one most.
the others are shining a little bit to blueish for my taste.

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PostPosted: Fri Mar 30, 2007 10:15 am 
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How did you go about the dents and gouge marks on the normal map? some more distressed versions of the ones you've already done would look pretty sweet.

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PostPosted: Fri Mar 30, 2007 11:07 am 
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Dents, scratches and flaked off paint are all done using a heightmap. The basic structure comes from the normalmap.
In some cases I use a detail texture to give them a look like in UT.

Quote:
some more distressed versions of the ones you've already done would look pretty sweet.


Do you mean some versions which look more rotten?

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