awesome, totally awesome. They started off with potential, and then a dev came in and gave you a nudge in the right direction, now they're phenomenal. Cant wait to use em, if you let us <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
One thing, too. Maybe try making some textures of different sizes and depths of detail? Those ones are fantastic, but are all medium-range. Try making a few smaller trim textures, as these get used a LOT, and maybe one or two bigger, more detailed textures, the kind that can be repeated without much notice, or can be used as full walls.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->One thing, too. Maybe try making some textures of different sizes and depths of detail? Those ones are fantastic, but are all medium-range. Try making a few smaller trim textures, as these get used a LOT, and maybe one or two bigger, more detailed textures, the kind that can be repeated without much notice, or can be used as full walls.<!--QuoteEnd--></div><!--QuoteEEnd-->
thats the plan, next im going to work on generic surfaces for general use, and trims as put it, for things like pillars. I've been working on a couple of other projects recently but i should get back to these within the next few days.
Woah! Those are some badass textures. I'm currently working on an NS Map, I really could use them <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Would like to see more and (if you do) a finished and download-able texture set <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I can't really say anything constructive, but I can say, wow those look amazing, wish I had 'graphix skillz' <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />.
<!--quoteo(post=1636174:date=Jun 27 2007, 02:17 PM:name=Meat_Popsicle)--><div class='quotetop'>QUOTE(Meat_Popsicle @ Jun 27 2007, 02:17 PM) [snapback]1636174[/snapback]</div><div class='quotemain'><!--quotec--> very cool, have you checked to see if they all tile nicely as well? <!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think Reeke is going to spend all this time on textures just to realize that they don't tile <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I made a couple of simple props for the map today, not skinned yet.
This first guy is inspired by cory's awesome <a href="http://www.unknownworlds.com/blog/2007/03/29/ComputerTerminal_Environment.jpg" target="_blank">concept art</a>. Im going to use it in the "control room" of the map. In this section of the map i plan on letting marines weld a section to re-boot the lights in a certain area of the map, which is currently rather dark with only emergency lighting activate at round start.
Going with the organic feel, this guy will hang down from the roof. <img src="http://img.photobucket.com/albums/v696/reeke/screen.jpg" border="0" alt="IPB Image" />
This next guy will be used in a double resource area (im taking it for granted double res areas are still an OK for NS2). Again to be used on the roof, this will be a large industrial vent shaft/fan. The blades will be animated of course.
Theres also an alpha plane in front the blades, which i will use to create a metal grating covering the entrence. After all, those big spinning blades could be rather dangerous in real life <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. The planes just been left out of the render. <img src="http://img.photobucket.com/albums/v696/reeke/vent.jpg" border="0" alt="IPB Image" />
Next im going to model some skylights, as i plan to make good use of skylights throughout the map to created contrasted lighting. This is the main reason behind the cold blue/grey look of the textures, with the map being set on a planet with an atmosphere like mars, i can can have a warm orange feel to the lighting, which would contrast nicely with the cold textures.
Not just that, but having skylights lets players feel like there in a world, not just another floating tin can <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Whatever happened to the NS source texture remake project<!--QuoteEnd--></div><!--QuoteEEnd-->
I was never part of that project, so i dont know.
Props skinned, though the monitor still needs a bit more work. <img src="http://img.photobucket.com/albums/v696/reeke/nsproprender.jpg" border="0" alt="IPB Image" />
Udapted the monitor skin to give it a more techy feel. added a slight brown rusted tinge and made a new spec aswell. <img src="http://img.photobucket.com/albums/v696/reeke/nsproprender2.jpg" border="0" alt="IPB Image" />
I hope an ns2 creation sub-forum opens up soon, sorta feel bad having this topic in the general forum when its getting quite big <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1640320:date=Jul 23 2007, 12:48 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Jul 23 2007, 12:48 PM) [snapback]1640320[/snapback]</div><div class='quotemain'><!--quotec--> You never cease to amaze me Reeke.
The vent shaft fan texture highlights seem a bit bright to me, especially around those pentagon shaped thingies. Might just be the render though. <!--QuoteEnd--></div><!--QuoteEEnd-->
i agree, it makes it look a bit plasticy like its out of doom3. the monitor looks incredible though.
and on the subject of the source texture remake, yea that fell apart pretty quick because there wasnt much of anyone working on it. there were a few textures that got done and came out nicely, and all of the old textures got converted to work in source but were still the old low quality textures.
Wow! I really love that second texture there. Keep up the awesome work, Reeke! <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
If the purpose of these textures/props is really your own NS2 map, I should probably tell you, before you get too far, that this is a fairly big departure from what we're doing, stylistically, in NS2, and indeed what has already been done in NS. If you want your textures/map to be included in NS2 in any official form, you'll need to correct this at some point. I know that's not very fair to say because I can't release examples of our work at the moment, but the least I can do is tell you that you should aim to make your textures and props at least a bit more akin to what has already been done in NS.
You should probably focus on trying to make the materials look a bit less realistic and more hand-painted (use Cory's NS textures as references).
In my mind this map project would never have been good enough to be included offically in NS2, i started it for portfolio work as sci-fi is honestly a genre i havent touched before.
Once the TR is released i can have a good look at the style you guys are using and mimic it if needs be. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Nice Props, got to say though the monitor image is a little too perfect. I.e. it looks like an image not a screen display, I have no idea how you might make it look like it was actually plasma / tft / whatever they use in the future screen though.
Comments
One thing, too. Maybe try making some textures of different sizes and depths of detail? Those ones are fantastic, but are all medium-range. Try making a few smaller trim textures, as these get used a LOT, and maybe one or two bigger, more detailed textures, the kind that can be repeated without much notice, or can be used as full walls.
thats the plan, next im going to work on generic surfaces for general use, and trims as put it, for things like pillars. I've been working on a couple of other projects recently but i should get back to these within the next few days.
Would like to see more and (if you do) a finished and download-able texture set <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
very cool, have you checked to see if they all tile nicely as well?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think Reeke is going to spend all this time on textures just to realize that they don't tile <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
This first guy is inspired by cory's awesome <a href="http://www.unknownworlds.com/blog/2007/03/29/ComputerTerminal_Environment.jpg" target="_blank">concept art</a>. Im going to use it in the "control room" of the map. In this section of the map i plan on letting marines weld a section to re-boot the lights in a certain area of the map, which is currently rather dark with only emergency lighting activate at round start.
Going with the organic feel, this guy will hang down from the roof.
<img src="http://img.photobucket.com/albums/v696/reeke/screen.jpg" border="0" alt="IPB Image" />
This next guy will be used in a double resource area (im taking it for granted double res areas are still an OK for NS2). Again to be used on the roof, this will be a large industrial vent shaft/fan. The blades will be animated of course.
Theres also an alpha plane in front the blades, which i will use to create a metal grating covering the entrence. After all, those big spinning blades could be rather dangerous in real life <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. The planes just been left out of the render.
<img src="http://img.photobucket.com/albums/v696/reeke/vent.jpg" border="0" alt="IPB Image" />
Next im going to model some skylights, as i plan to make good use of skylights throughout the map to created contrasted lighting. This is the main reason behind the cold blue/grey look of the textures, with the map being set on a planet with an atmosphere like mars, i can can have a warm orange feel to the lighting, which would contrast nicely with the cold textures.
Not just that, but having skylights lets players feel like there in a world, not just another floating tin can <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Edit: maybe 'tech' it up more?
I was never part of that project, so i dont know.
Props skinned, though the monitor still needs a bit more work.
<img src="http://img.photobucket.com/albums/v696/reeke/nsproprender.jpg" border="0" alt="IPB Image" />
I look forward to seeing your props and textures put to use in a room.
Udapted the monitor skin to give it a more techy feel. added a slight brown rusted tinge and made a new spec aswell.
<img src="http://img.photobucket.com/albums/v696/reeke/nsproprender2.jpg" border="0" alt="IPB Image" />
I hope an ns2 creation sub-forum opens up soon, sorta feel bad having this topic in the general forum when its getting quite big <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
The vent shaft fan texture highlights seem a bit bright to me, especially around those pentagon shaped thingies. Might just be the render though.
You never cease to amaze me Reeke.
The vent shaft fan texture highlights seem a bit bright to me, especially around those pentagon shaped thingies. Might just be the render though.
<!--QuoteEnd--></div><!--QuoteEEnd-->
i agree, it makes it look a bit plasticy like its out of doom3. the monitor looks incredible though.
and on the subject of the source texture remake, yea that fell apart pretty quick because there wasnt much of anyone working on it. there were a few textures that got done and came out nicely, and all of the old textures got converted to work in source but were still the old low quality textures.
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest22.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest21.jpg" border="0" alt="IPB Image" />
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
You should probably focus on trying to make the materials look a bit less realistic and more hand-painted (use Cory's NS textures as references).
In my mind this map project would never have been good enough to be included offically in NS2, i started it for portfolio work as sci-fi is honestly a genre i havent touched before.
Once the TR is released i can have a good look at the style you guys are using and mimic it if needs be. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
You can't really get humans-in-spaceships textures out of place- they're all the similar if not identical.
^
But that's coming from a non-artist.
i'd be interested to know what the current state of this particular project is, though.