Textures

TekoaTekoa Join Date: 2002-04-16 Member: 457Members
<div class="IPBDescription">Need feed back on 1st text atempt</div>Hey,

I'm new to texture developement. Tell me what you think of the following pics...

Comments

  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
    ...and, finally, this.

    Thanks,
    -tekoa
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Nice job...apparently you need no welcome to these forums...keep up the good work.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Texture 1 could use more shadows where elements overlap.  Texture 3 doesn't look like it would tile very well, try and make the brightness the same on both sides.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I think there needs to be a little bit more definition amongst the various pieces in each texture. The raised portions need to cast defined shadows, and the recessed portions need to be darker. Subtly exagerrating the borders of the components will enhance the look, especially when the engine starts blurring them at a distance.
  • JacqJacq Join Date: 2002-04-04 Member: 378Members
    Very good job, but because "buts" are more constructive, take care with that type of aging for textures is a little predictible.
  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
    Wow, thanks all! Those are areas I completely over looked.

    BTW, pic #3 was supposed to be a door which is why I wasn't carful on the tile-ability, but since that was obviously not clear in its present state, I'll put some work in on it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I tried applying what you guy said on this pic. Tell me if it is an improvement.
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    personally, i don't like textures with flat fakepipes on them. i think you should make a real pipe instead.
  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
    That's a valid piont. The reason I placed flat pipes is because some times a flat pipe texture can make due when r_speeds dictate that you can't have a real pipe. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Here is a re-make of the "flat pipe" texture using some of the advice y'all mentioned. Tell me what to do with it next.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    flat pipes on textures are brilliant...you can still add the pipe to the wall, just means you don't need the extra texture for the pipe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    Hope you don't mind, but I did a little work on one of the textures you posted.  Basically I overlayed a few parts of it with a piece of rust texture from the ns wad and then I just adjusted the brightness contrast, saturation, and color balance.  It gives it a different feel although it may not be what you're aiming for
    here's the original for comparison too:
    <img src="http://www.natural-selection.org/iB_html/uploads/post-4-62418-wall_blumet.JPG" border="0">
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    and one other
    <img src="http://www.natural-selection.org/iB_html/uploads/post-4-80274-wall_pipmet2.jpg" border="0">
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    the only thing I can say that the others haven't yet is to try to give a bit more definition to the painted areas.  Currently the seem to just sorta fade into the material behind it.  Give the edge of the pain some definition and you can then have some fun chipping it away and scratching it in places
  • JasonBostwickJasonBostwick Blossom Join Date: 2002-04-14 Member: 444Members, NS1 Playtester
    Those newest ones are really great! Keep at this, you're really good at it.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Hmm, interesting stuff! I like the idea of community texture projects, and it seems to be producing good results. Keep it up!

    I think Tekoa is on the right track, but his work is definatly improved with the infusion of some more colors. Sorry I can't give much advice - I've already discovered I'm a goon with textures. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You know, if we're doing a Textures Community Outreach Program, I've got requests:

    * Tiles appropriate to a civilian space station - think Gateway Station in <i>Aliens</i>.
    * Tiles appropriate to an interstellar pleasure cruiseliner - Flostan Paradise in <i>The Fifth Element</i>.
  • TekoaTekoa Join Date: 2002-04-16 Member: 457Members
    DanDaMan- Cool stuff! Go head and feel free to play with my textures all you want. All I have for editing is photo deluxe so its like working with a hand tied behind my back. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'll try some of the stuff you mentioned and see if I can post an updated pic later.

    Ciol- Thanks, if any of you are lookin for specific textures it doesn't hurt to throw it out here 'cause some times the biggest hinderance to makin' a new texture is just the creativity block.

    Keep the critiques coming,
    -tekoa
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