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Re: What are you working on?

PostPosted: Wed Jun 13, 2018 12:00 am
by Dr. Shadowborg
frag.machine wrote:Yeah the weird wall angles are unreal-y. BTW I am replaying Unreal right now, and it is funny how it can look more advanced than Quake in some aspects (visual effects that would appear only with Quake 3 shaders) but also more primitive in others (the lack of detail in map geometry is jarring compared even with stock Quake first episode, let alone a modern map from say AD). The artwork quality is very uneven, some textures are very detailed but others look like a 7-yo work using MS Paint.


Yeah, I'm working on trying to learn how to make more / better use of map geometry, and make the textures to fit with it. Unreal was beautiful at times, but you're right about the map geometry. I still need to find time to sit down and properly play AD. :smile:

toneddu2000 wrote:@Dr. Shadowborg: I like wall and grid textures, floor it's also ok. I'd make more detail on pillars and remake from scratch the doors (they seem made of wood instead of metal). Lights are cool imo.
Don't know if it could help you but I released almost 1 GB of textures under CC0 Public Domain license on GitHub for craFTEr project, maybe they could be used as placeholder or layout. They're all 2048x2048 in PSD format so you can tinker with layers and stuff


Thanks, but what do you mean about the pillar detail? You mean add fringing on the texture that matches with the wall textures on the top and bottom? (This is a small easily overlooked detail, and is something that beginning mappers should remember to look out for BTW)

I looked at the door, and I see what you mean about the woody look. I'm not going to totally chuck the texture though, I suspect some proper reworking with the right colors and some pseudo-normalmapping will fix that issue. I've also put another door style into the pipeline, so I'll post a screen when its ready...

Thanks for the offer, but 2048x2048 is kinda too big to properly scale down to 16x16 - 512x512 size ranges. :wink:

Re: What are you working on?

PostPosted: Wed Jun 13, 2018 8:18 am
by toneddu2000
Dr. Shadowborg wrote:Thanks, but what do you mean about the pillar detail? You mean add fringing on the texture that matches with the wall textures on the top and bottom? (This is a small easily overlooked detail, and is something that beginning mappers should remember to look out for BTW)
I mean that vertical elements (pillars, columns, vertical beams, call what you want) have a texture that seems more like fabric than metal. You should add first a metal base layer and then add all the details (scratches, bolts, etc)

Dr. Shadowborg wrote:Thanks for the offer, but 2048x2048 is kinda too big to properly scale down to 16x16 - 512x512 size ranges. :wink:
When I said "maybe they could be used as placeholder or layout" I meant that you could use it as template for your texture or using a small portion as base (and then make it tileable with the offset filter) and then draw your details on top of it. Source resolution has nothing to do with output resolution. The more the better. Initially they were 4096x406 but Github has a 100mb limit per file so I had to shrinken them. I must say that the industrial part (which, as Julius asked, is the whole projectUnknown texture material) was done pretty good and if you take a look at all the floorempty* textures you'll see what I mean for "metal base"

Re: What are you working on?

PostPosted: Mon Jun 18, 2018 4:42 pm
by Barnes
self shadowing relief mapping

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Re: What are you working on?

PostPosted: Mon Jun 18, 2018 5:24 pm
by Dr. Shadowborg
Thats awesome, looks like Doom3 not Quake 2 :shock:

Re: What are you working on?

PostPosted: Mon Jun 18, 2018 5:40 pm
by Barnes
Dr. Shadowborg wrote:Thats awesome, looks like Doom3 not Quake 2 :shock:

Oh yes) I'm turn off lightmaps for contrast)
shots with directional lightmaps
self shadow on
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self shadow off
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