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Re: Rusty Cemente Walls Textures [Re: sempronius] #49341
07/29/05 22:07
07/29/05 22:07
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Shinobi Offline
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Shinobi  Offline
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Posts: 560
Germany / NRW / Essen
This is excelent work i think , would like to see how you make this , maybe a video tutorial

Re: Rusty Cemente Walls Textures [Re: sempronius] #49342
07/29/05 22:27
07/29/05 22:27
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
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Tozzy  Offline
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United Kingdom
Number 3 definitely is the best because it gives a rough look too. Very good work Sempronius. I love it. Yup, there is more to texturing than just taking snapshots of trash cans for a source of metal as I always thought

Re: Rusty Cemente Walls Textures [Re: Tozzy] #49343
07/30/05 00:03
07/30/05 00:03
Joined: Feb 2005
Posts: 276
S
sempronius Offline OP
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sempronius  Offline OP
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Posts: 276
ok, a quick tutorial. I'm not going to go into great detail but I'll give you my basic workflow.

First I start off by creating my basic shapes. In this case I am going to build a wall panel with 2 vents covered with a grate with pipes in the background.

here is the shape for the wall


the shape for the grate


and the shape for the pipes


not very exciting yet

with all three of the shapes I used a pattern fill and filled all of them with a seamless metal texture that I have pre-made. You probably want to use different textures or at least different variations for the different elements but in this case I used the same texture for all three layers.



the pipes... copy the pipe layer, select each of the pipes and fill with a gradient fill with a reflective gradient



change the layer property for the gradient pipes to 'soft light'. This is a very simple and quick way to make pipes.

from here is just a matter of going through each layer and adding filters, adding any additional details and finishing it off with a nice rusty texture on top set to 'soft light' to give the whole image a dirty rusty look.


the final texture, took me less than 5 min to create and I didn't do anything artistic. Normally I would touch it up some more and add more details but I don't think it looks that bad for a quickie texture.



Re: Rusty Cemente Walls Textures [Re: sempronius] #49344
07/30/05 00:19
07/30/05 00:19
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Shinobi Offline
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Shinobi  Offline
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Posts: 560
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Thats a nice and quick way Thx ....

Photoshop is one of the best to do stuff like this...

Re: Rusty Cemente Walls Textures [Re: Shinobi] #49345
07/30/05 01:18
07/30/05 01:18
Joined: Feb 2005
Posts: 276
S
sempronius Offline OP
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sempronius  Offline OP
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Posts: 276
ok, here is a normal map and a simpler version of the texture to go with it.

I would really appreciate it if someone could test this out for me and lemme know how it looks (a screenshot would be even better). Next on the list is spec maps but I'm still working on getting normal mapping right.



Re: Rusty Cemente Walls Textures [Re: sempronius] #49346
07/30/05 02:04
07/30/05 02:04
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Posts: 2,692
California, USA
Wow, great textures! I especially appreciate the tutorial. Please put a copy in the Tutorials thread. I have to thank you for while I can do the detail work your method and explanation is much faster as I usually spend several hours on mine. Thanks very much for sharing.

Do you mind if I suggest some things I have learned on sharpening based on your images?



#1 is your image with 'sharpening'

#2 is your original image with 'highpass sharpening'

#3 is your image and I added a layer that I used 'local equalization' plugin on, and set the blend mode to Muliply at 10% opacity.

What I have found is while sharpening can look very good for an image viewed at normal size, in WED if you apply the texture at 1.0 or even .5 it shows a lot of pixelation. Here are the same textures zoomed in to 200% which would approx what they would look like in WED at .5 (assuming I did the math right).



So you can see that if you need to sharpen or increase the detail method #2 or #3 gives better results -unless you set the texture in WED to something like .25.

Thanks again.

Last edited by bupaje; 07/30/05 02:11.

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Re: Rusty Cemente Walls Textures [Re: bupaje] #49347
07/30/05 02:19
07/30/05 02:19
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
Oh, best thing for hosting textures is to put them on TurboSquid.com


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Re: Rusty Cemente Walls Textures [Re: bupaje] #49348
07/30/05 02:34
07/30/05 02:34
Joined: Mar 2005
Posts: 84
The Sacred Silence and Sleep
Spectre Offline
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Spectre  Offline
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Posts: 84
The Sacred Silence and Sleep
I am simply amazed at all you texture maker guys. Your skills are far greater than mine, to be sure!

Bupaje and Semp, keep up the fantastic work!

Re: Rusty Cemente Walls Textures [Re: Spectre] #49349
07/30/05 03:05
07/30/05 03:05
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Posts: 2,692
California, USA
I used ello's free bumPreview tool from this thread to do a quick preview for you

http://www.coniserver.net/ubbthreads/showflat.php?Cat=0&Number=534616


Here's your normal map applied

http://stormvisions.com/3DGS/norm1.jpg

Here's another where I just split the normal map to RGB, increased the intensity of the Blue channel a bit (which represents the Z depth info) and rebuilt the normal map

http://stormvisions.com/3DGS/norm2.jpg

have to try building a 3D model and getting a normal map of that some day as Drew had mentioned how much better results were given. Anyway it looks good except I think you may have some problem with Moire effect with the wire mesh inlay. If so you may have to just 'mess up' the regularity of the color/lighting/lines of the wire mesh just a little as the regular pattern is what tends to produce this effect.


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Re: Rusty Cemente Walls Textures [Re: Machinery_Frank] #49350
08/02/05 18:22
08/02/05 18:22
Joined: Mar 2005
Posts: 527
Netherlands
RJDL Offline
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RJDL  Offline
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Posts: 527
Netherlands
looks really good!
like this stile!
keep going

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