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Re: Metal textures [Re: EpsiloN] #96909
11/03/06 16:39
11/03/06 16:39
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
2 more shots , this time its not metal (it will be used in sewers with metal pipes and metal floor , the floor will actualy be more like a platform above the dirty water)
how does it look ? (should I make the cracks smaller?)




Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Metal textures [Re: EpsiloN] #96910
11/03/06 16:45
11/03/06 16:45
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
The cracks are not bad in shape,
But they should get a more 3-dimensional look.
Try to use the cracks as a bumpap, and apply them to the texture,
so that they really look like cracks, and not like
painted on.

(light should come from above for the bumpmap,
as most of the time, a walltexture is used, the lights come from the top)

Re: Metal textures [Re: EpsiloN] #96911
11/03/06 16:49
11/03/06 16:49
Joined: Mar 2005
Posts: 527
Netherlands
RJDL Offline
Developer
RJDL  Offline
Developer

Joined: Mar 2005
Posts: 527
Netherlands
i think the cracks should be darker... now they look more like they're brushed on the wall, they should be more like black.
and...maybe the lines between the bricks should be thicker, now it looks like they are sealed seemless together.
the stones could be a bit more 'rough' i think, it would make the walls look more interesting.
apart from that they're pretty nice in my opinion, keep up the good work

Re: Metal textures [Re: RJDL] #96912
11/03/06 17:27
11/03/06 17:27
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Quote:

The cracks are not bad in shape,
But they should get a more 3-dimensional look.
Try to use the cracks as a bumpap, and apply them to the texture,
so that they really look like cracks, and not like
painted on.



Quote:

i think the cracks should be darker... now they look more like they're brushed on the wall, they should be more like black.



I dont want to use a bumpmap , because it needs a shader. I'm mainly aiming for older video cards wich dont support shaders...maby if I simulate height with another layer (white) moved 1 pixel right & 1 down. I'll try that in a few hours.
Quote:

maybe the lines between the bricks should be thicker, now it looks like they are sealed seemless together.
the stones could be a bit more 'rough' i think, it would make the walls look more interesting.


I thought about that , I'll try to make the edges of the bricks more decayed/cracked/weared so that it'll look less symetric , and the 'rough' part surprised me you're right , it does look a little soft (I was aiming more for a cement type of texture)
I'll try to improve those little things ("Everything is in the details!") in a few hours and I'll post another screen.

PS.: Thank you for all of your comments , it realy helps me master those techniques and improve my skills with textures! (A good level design,good scripting and good modeling is nothing without good texturing )


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Metal textures [Re: EpsiloN] #96913
11/03/06 17:44
11/03/06 17:44
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I am sure that he did not mean a real-time bump effect. You can calculate bumps in a 2d-program as well. At least GIMP can do that. Similar effects can be done with 2d-lighting-filters.


Models, Textures and Games from Dexsoft
Re: Metal textures [Re: Machinery_Frank] #96914
11/06/06 15:24
11/06/06 15:24
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
User
draculaFactory  Offline
User

Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
very spiffalicious


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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