1st attempt texture

shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
<div class="IPBDescription">7 equals 9</div><img src="http://pants.netfirms.com/light_engraved.jpg" border="0">

or

<img src="http://pants.netfirms.com/light_engraved2.jpg" border="0">

For use on the side of a stair, er, somethin.
Feedback encouraged :)

[edit]Actually, this is my second attempt. <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=7;t=1807" target="_blank">Here is my first</a>.[/edit]

Comments

  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    This topic has been viewed 33 times and not one reply.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    That happens...Lookin good..although I sorta dun liek teh first 1...2nd looks betta...great for 2nd attempt
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    That second one looks great! I'd say it would be best used as a light though. Unfortunately, I don't know the first thing about texture creation, so I can't really give any helpful feedback. I honestly can't find something to pick at about it, except for the fact that it comes out looking a tad bit unrealistic.

    Another thing that does come to mind is that if it were, in fact, used for a light texture... you'd probably want to dim it down a bit, considering the extensive env_gamma use in maps.

    Great start! It'd be really great if you decide to keep going with texture creation. To get a job as a level designer, you almost always have to have at least some skill in that department. Keep it up!



    <!--EDIT|ken20banks|April 23 2002,21:09-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ken20banks+April 23 2002,22:07--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ April 23 2002,22:07)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->To get a job as a level designer, you almost always have to have at least some skill in that department. Keep it up!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    OHNO!!!!!!
    /me runs off

    At any rate, is anyone else unable to connect to that server? I've never been able to view anything on it... I feel left out... <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Shoven - the 2nd one looks good! One thing you might consider when making textures for lights: keep the boarders narrow. The whole texture lights, and big boarders can end up looking kinda funky. These textures aren't too bad in that regard, but I'd keep that in mind in the future.

    Ken - Does recoloring default HL textures count as "some skill"?  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    YOU feel left out?
    /me laughs
    Thanks InZane, Ken and Killtoy, appreciate the positive feedback <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> All I got in mIRC was "They look the same."
    I made this one into a sprite, and used it for a light effect:

    (I know some of you guys have seen this, but I wanted to put it on the forums and it seemed like a good topic)

    <img src="http://pants.netfirms.com/lens3.jpg" border="0">

    <img src="http://pants.netfirms.com/ns_flood01.jpg" border="0">

    <img src="http://pants.netfirms.com/ns_flood02.jpg" border="0">

    <img src="http://pants.netfirms.com/ns_flood03.jpg" border="0">

    Thanks to Badmofo for the advice.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    You already know I love this effect, but I'll say it again in here.

    What really makes mappers stand out is their creativity, and no ammount of advice or learning can compensate for that. Shoven, from what I've seen, you'll do just fine as a mapper. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    if ur ganna use that at a light i have a suggestion make it fade in all the way, it seems awkward how it suddenly fades to the white and so quickly, it'd be nice to see a slightly more detailed shade
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Better?

    <img src="http://pants.netfirms.com/light_engraved3.jpg" border="0">
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Looks good! Definatly an improvement. So are you going to post some shots of the texture in-game? <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Yes, that third texture is definitely far more realistic looking. Now if the trim were only a little thinner... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Hey, why not try some different colors? I'd like to see that in green! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    <img src="http://pants.netfirms.com/light_engraved4.jpg" border="0"> <img src="http://pants.netfirms.com/light_engraved5.jpg" border="0">

    The reason the first was so unrealistic is because I tried to make use of this image, which I've grown rather fond of:

    <img src="http://pants.netfirms.com/light_edge.jpg" border="0">
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nice. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Remember I don't know the first thing about texture design... But maybe if you put some sort of wear on the glass itself. Scratches or something. Just to give the illusion that there is actually glass there. I'd also make the both the green and red a bit deeper in color. Not so much that they turn out fakey, but you get the idea. Also, perhaps some sort of noise inside the white area would be beneficial.

    Again, this isn't my field. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Keep it up!
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    yes i think thats much better
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    Here's another one. I was trying to reproduce a Jedi Knight: Dark Forces 2 texture, and failed miserably. Any suggestions? I don't know where I went wrong.

    Original
    <img src="http://pants.netfirms.com/jk8.jpg" border="0">

    Mine
    <img src="http://pants.netfirms.com/nay.jpg" border="0">     <img src="http://pants.netfirms.com/nay2.jpg" border="0">
  • Us3rUs3r Join Date: 2002-03-29 Member: 360Members
    Very nice shoven, can't wait to see what wall and floor textures you can come up with <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Nice try.

    Few suggestions.

    The metal.  It just doesnt look like metal.  Not enough variation in it.  Try looking for some metal tutorials for help.

    Those holes.  Try using the Burn tool on one end and the dodge tool on the other (on the outsides).  It will make it look more like a hole, instead of a black dot.

    Theres a little bit of light casted on the holes closest to the lights.

    The frame for the lights seem to be too far away from the actuall light to be casting that much.  Try bringing in the sides closer to the lights or casting rays onto the space between the light and the frame.  (That was increadably confusing, sorry ...  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> )

    Good try, better then I could do, I'm sure.
  • shovenshoven Join Date: 2002-01-24 Member: 29Members, NS1 Playtester, Contributor
    No, I understand what you're saying, after I read it a few times <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    Thanks for the feedback.

    <img src="http://pants.netfirms.com/nay3.jpg" border="0">

    I'm still not quite happy with it <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo--> Those holes are a pain.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Hey, Shoven,  sorry I haven't been putting in my two cents on the textures you and other people have been creating.  Been pretty consumed with the art side of things on NS lately.  Looks like other people have been giving some great advice, though.

    Anyway, this is a nice start that you ahve so far.  I grabbed your texture and threw together a quick step by step, rather then try to explain everything just in words.  Hope it helps.  I haven't read through this whole post thoroughly, so I'm just going to assume you are using Photoshop to create the textures.  Also, bear in mind this was a quick job, so I didn't go through any steps to make the texture tileable or even all that pretty.  But it should do the job.

    1.  As silver fox stated, the metal could use some texture and variation to it.  This can be painted, but I find the best and quickest way to accomplish this is by using photos of metals as a base to work from.  In this case I grabbed a standard metal texture that was lying around and put it into your file.  I set the layer effect to overlay.  This gives a nice textural quality, as well as a worn and used look.  If you want it cleaner you can always adjust the opacity of the metal layer.  

    2.  I added the vent holes and then went in with the airbrush to paint more defining edges and shadows and dirt around the vertical strips, to try and pop them out a bit and help the texture look a little less flat.  Also painted a bit around the light to try to make them look more inset and less like they are just floating on top.  

    3.  For the last step I created a layer and set it to have a color dodge effect.  Then with the airbrush set at a very low opacity I painted some red highlights along all the raised areas, and, like Silver Fox had mentioned, around the tops of the vent holes to make them look more inset.  I also added a bit of a secondary light source highlight to the metal using a white color, to give it a more reflective shine.  I also added some bright spots to the red strips to mimic some bulb hot spots and to create some visual variety.  This is purely a personal preference and would probably look just as good if not better without it.  

    Anyway, hope this has helped some.  I gotta go cath up on my beauty sleep.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    oooh, very pretty

    and informative . .
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    Well...the firsts lights are good...the need some more,the last suggestments,like Squeal have done,are good.

    4 THE LIGHTS: I think the coloured part is too shiny! The border,put some bevel on it! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    4 THE WALLS: Squeal has done a great job,i think that,1st of all u got to put some bevel on the holes,simply use the inner bevel or similar on the holes like on the bars.
    YOU WOULD IMPROVE the holes with some slimy maybe <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> try this: select the layer of the holes,create a new one behind them and fill with a slimy or rusty color...then apply the wind filter,the rotate the layer and... w00t!!
    4 THE METAL TEXTURIZING: u can,if u haven't metal textures, simply apply the "render\clouds" filter,than turn the layer with a color burn...u got to play around with some of this layer,for eg one with color burn,another with color dodge...and use different colors,for the basic metal,use B&W clouds with color burn,than use the orange 4 rusty,also this burn,and a light blue for highlights wit dodge.

    ALL THIS SUGGESTMENTS ARE GOOD WITH PHOTOSHOP,the program i use...4 the others i dunno.

    Good work
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