3 registered members (frutza, Quad, AndrewAMD),
385
guests, and 1
spider. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Sci-Fi Textures
[Re: Machinery_Frank]
#85957
10/26/06 18:30
10/26/06 18:30
|
Joined: Dec 2005
Posts: 252 MyOwnKingdom
nipx
Member
|
Member
Joined: Dec 2005
Posts: 252
MyOwnKingdom
|
Im thinking about a texture that you can add to a very thin block so it looks as there are cables on the wall - could be a sprite too: (no, that isnt the reference, I made it with MS Paint cant find the video I saw it...) nipx
|
|
|
Re: Sci-Fi Textures
[Re: nipx]
#85958
10/27/06 08:46
10/27/06 08:46
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
|
OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
I already have some textures for cables and pipes, e.g.: I added a new texture yesterday evening just for cables. Here you can see it at a pipe but you can wrap it around smaller tubes as well: And I made a circular texture yesterday. This one can make your levels even more interesting. It could be placed for beam transporter platforms, for panels or ending parts of big pipes or whatever: We will offer 2 packs of the textures. One will contain textures up to 1024 pixels with color, spec and bump in one texture. This kind of textures do not need additional spec and bump maps and can be used in standard games without shader. So you can simply use it in your BSP levels. The second pack will have textures up to 2048 pixels plus additional spec, bump and normal maps. This one is meant to be used in rendering applications or modern real-time games with shaders. It will have a slightly higher price because of the bigger amount of work that went into it. Regards, Frank
Models, Textures and Games from Dexsoft
|
|
|
Re: Sci-Fi Textures
[Re: frazzle]
#85960
10/27/06 10:55
10/27/06 10:55
|
Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
|
Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
|
I would relook on the pipe normal map. the bolts doesn't look much real and depthed.. (rr14.jpg)
"Yesterday was once today's tomorrow."
|
|
|
Re: Sci-Fi Textures
[Re: Inestical]
#85961
10/27/06 11:02
10/27/06 11:02
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
|
OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
You see no normal map in this picture. It is rendered and does use only a grayscale bump map.
There is a copy of this texture without bolts. So you don't have to use it. Most cables do not need bolts anyway. So I will probably not rework this one. I still have to create some of the non-shader textures and the user interface for browsing and saving textures.
Regards, Frank
Models, Textures and Games from Dexsoft
|
|
|
Re: Sci-Fi Textures
[Re: Machinery_Frank]
#85962
10/27/06 12:20
10/27/06 12:20
|
Joined: Nov 2005
Posts: 149 Vienna, Austria
Edgecrusher
Member
|
Member
Joined: Nov 2005
Posts: 149
Vienna, Austria
|
Can you already tell which price class the textures will be? I'm very interested in buying this kick-ass pro work
A6 Commercial
A7 Commercial
|
|
|
Re: Sci-Fi Textures
[Re: Blattsalat]
#85964
10/27/06 13:10
10/27/06 13:10
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
|
OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
Here is the button for this renderer: http://www.newtek.com/lightwave/I wrote several times that those pics are rendered still images - nothing special. I did not use area lights, reflections nor radiosity. This is a simple render with color, bump and spec maps applied. Sphere engine and Lawmaker engine can do that as well in real-time (but with lower resolution textures). I will create in-game levels later on. I will test the textures in sphere with parallax mapping and in standard A6 (without shaders) and probably in a few other game engines as well. Regards, Frank
Models, Textures and Games from Dexsoft
|
|
|
|