SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
yes i know, at the moment im still on HL1 style, where you did the texture lightning by hand.
I will do some bumpmapping next and take a look what Source engine is showing me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I was really surprised how awesome some "ugly" textures can look like with good bumpmapping
<!--QuoteBegin-Schimmel+Feb 9 2005, 06:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Feb 9 2005, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes i know, at the moment im still on HL1 style, where you did the texture lightning by hand.
I will do some bumpmapping next and take a look what Source engine is showing me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I was really surprised how awesome some "ugly" textures can look like with good bumpmapping <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ya, it's funny. Totally different way of thinking, but you want sourse textures to look "ugly", and in the end they will end up looking better then any HL texture just because bumpmapping and the engines overlays totally tweak the look of the image.
Actually it should be pretty easy doing the acctual texture part for sourse, because all you really need to do is make flatcolored textures with nearly no light detail. The bumpmaps do all the hard stuff later.
<!--QuoteBegin-Reebdoog+Feb 9 2005, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Feb 9 2005, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Making the bump map is usually just as hard / if not harder then the texture itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know, it doesn't help anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Those look a ton better. Try using the nvidia plug in, and also, look on nem's sight for that program that makes textures tile correctly (ie the pixles line up) this will be really nice!
<!--QuoteBegin-ssjyoda+Feb 14 2005, 10:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Feb 14 2005, 10:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hows the progress ppl. some of the ppl that first started out with the text remake aren't postin much, whats goin on.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> people are trying to work without being harrassed for progress reports, that is what is going on... Except for supernorn, he's just lazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i have to admit these textures are looking very sweet! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
can anyone tell me how to really control your bumpmaps? because all what I can do now is to set different "layers" with the nividia plugin, which are just highlighted (or darkened) at the borders / edges.
You can hand do it (good luck). Or just keep using the plug in and using heaps of layers as you would the texture part of it. I end up with about 10 or so layer, just makes it easier to control the depth.
CarnaxusREIGN OF CHAOS!co_sava (NS1)Join Date: 2004-10-01Member: 32036Members
omg this stuff is AMAZING! I never thought I'd see bumpmapping this good outside of some sort of modeling program! Nice work ppl! I can't wait to start working with these textures...
<!--QuoteBegin-Spawn of Chaos+Feb 16 2005, 12:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spawn of Chaos @ Feb 16 2005, 12:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg this stuff is AMAZING! I never thought I'd see bumpmapping this good outside of some sort of modeling program! Nice work ppl! I can't wait to start working with these textures... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> To be fair, most of the textures aren't acctually bumpmapped yet persay...
urinalcakeCan't work a sound cardUnited StatesJoin Date: 2002-11-08Member: 7799Members
bumpmapped or not, animated or not, they're all beautiful. i've been doing photoshop work for a good 3 now, and i used to think i was good, until i saw this thread.
awesome work guys. I'd kill to learn how to make stuff like this.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited February 2005
<!--QuoteBegin-Hi!+Feb 9 2005, 10:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Feb 9 2005, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's some work I've been doing on hacking these infestation textures together.
They should tile pretty well now.
image
image <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You've done a good job expanding the original, but remember that the point of higher resolution textures is to scale them down (to 1/4th their size by default with HL2 materials) and use more pixels to cover the same surface. Making more of the original is going to give you a lot of really really small details that aren't as well defined as they could. I think you might be better off using the original texture scaled up as a base/reference and then creating a more detailed version of the original.
Also, for ground/terrain stuff, 1024 is really the way to go if you can afford it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keeps the variation spread out
The nVidia plugin gives some weirdness under dynamic lights that you'll start to see if anything moves. If you can find the time and someone able to do some high-poly source work, do it. It's well worth it and the only way you'll get optimal results.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
that´s what i did with the bast textures, increased their scale and added detail
i believe there is another way than creating high poly models to obtain good bumpmaps. Many things can be done with jsut half of the time but looking ingame with correct lightening awesome.
There must be another way to control the bumpmaps like i want, but at the moment Source is a new terrain for me and i have to learn about it more. The thing is: I m able to imagine a 3d structure behind the textures i made, all what i need now is to modify the bumpmaps correctly that they will fit to all the layers I "imagine" for the texture. And this is the difficult part and i see no way at the moment to realise this with the nvidia plugin now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Schimmel+Feb 17 2005, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Feb 17 2005, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that´s what i did with the bast textures, increased their scale and added detail
i believe there is another way than creating high poly models to obtain good bumpmaps. Many things can be done with jsut half of the time but looking ingame with correct lightening awesome.
There must be another way to control the bumpmaps like i want, but at the moment Source is a new terrain for me and i have to learn about it more. The thing is: I m able to imagine a 3d structure behind the textures i made, all what i need now is to modify the bumpmaps correctly that they will fit to all the layers I "imagine" for the texture. And this is the difficult part and i see no way at the moment to realise this with the nvidia plugin now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It should be possible to work up quick 3D models with maya or something, the hard part would be copying the texture detailing exactly, and I wouldn't know how to render in such a way to make a useful bumpmap anyways.
If we could get the rendering down, it might be possible to work up rough equivilants of the textures in peices and then working in the details in PS by matching the locations of the 3D to the locations of the texture with layering, then pulling it off when it fits.
<!--QuoteBegin-KungFuSquirrel+Feb 17 2005, 08:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Feb 17 2005, 08:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You've done a good job expanding the original, but remember that the point of higher resolution textures is to scale them down (to 1/4th their size by default with HL2 materials) and use more pixels to cover the same surface. Making more of the original is going to give you a lot of really really small details that aren't as well defined as they could. I think you might be better off using the original texture scaled up as a base/reference and then creating a more detailed version of the original.
Also, for ground/terrain stuff, 1024 is really the way to go if you can afford it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keeps the variation spread out
The nVidia plugin gives some weirdness under dynamic lights that you'll start to see if anything moves. If you can find the time and someone able to do some high-poly source work, do it. It's well worth it and the only way you'll get optimal results. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The only problem with that, is it is really hard to do, it's not like some wall, the infestation textures are very detailed. I can always try, but it won't look very good.
Bumpmapping a piece of infestation is going to be a real pain. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i believe the easiest way is to use the nvidia filter once and edit the bumpmap manually.
I already expiremented a bit with that, and its working very well. Especially you have then full control about the bumpmap. You can easy define pipes or cubes and you have a preview function that will light your texture from all sides.
atm im working now on one of the bast textures i showed you. I try to make an animated gif that shows all different lightnings and will post here again.
<!--QuoteBegin-Schimmel+Feb 18 2005, 08:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Feb 18 2005, 08:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe the easiest way is to use the nvidia filter once and edit the bumpmap manually.
I already expiremented a bit with that, and its working very well. Especially you have then full control about the bumpmap. You can easy define pipes or cubes and you have a preview function that will light your texture from all sides.
atm im working now on one of the bast textures i showed you. I try to make an animated gif that shows all different lightnings and will post here again.
<!--QuoteBegin-Spawn of Chaos+Feb 19 2005, 04:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spawn of Chaos @ Feb 19 2005, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> someone email me PS and I will get on it right away! THIS STUFF ROXORS, I WANT TO HELP! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Email you photo shop?!?
[edit]It isn't photo shop, but <a href='http://www.gimp.org/' target='_blank'>The Gimp</a> is an extreamly powerful image manipulation suit you can download and use for free. Good luck learning to use it effectivly, but if you do you can do with it anything that can be done with photoshop.
Comments
I will do some bumpmapping next and take a look what Source engine is showing me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I was really surprised how awesome some "ugly" textures can look like with good bumpmapping
I will do some bumpmapping next and take a look what Source engine is showing me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I was really surprised how awesome some "ugly" textures can look like with good bumpmapping <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ya, it's funny. Totally different way of thinking, but you want sourse textures to look "ugly", and in the end they will end up looking better then any HL texture just because bumpmapping and the engines overlays totally tweak the look of the image.
Actually it should be pretty easy doing the acctual texture part for sourse, because all you really need to do is make flatcolored textures with nearly no light detail. The bumpmaps do all the hard stuff later.
I know, it doesn't help anything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I try to complete the ns_bast.wad this week with bumpmapping.
They should tile pretty well now.
<img src='http://img136.exs.cx/img136/2161/infestatationnovein0hz.png' border='0' alt='user posted image' />
<img src='http://img211.exs.cx/img211/6987/infestatationvein4dt.png' border='0' alt='user posted image' />
would be helpful
Just a couple little touch-ups and those textures will be all set!
I am starting preliminary work on the hull_purple textures (5 total) and will post updates as they happen.
people are trying to work without being harrassed for progress reports, that is what is going on... Except for supernorn, he's just lazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
To be fair, most of the textures aren't acctually bumpmapped yet persay...
i've been doing photoshop work for a good 3 now, and i used to think i was good, until i saw this thread.
awesome work guys.
I'd kill to learn how to make stuff like this.
They should tile pretty well now.
image
image <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You've done a good job expanding the original, but remember that the point of higher resolution textures is to scale them down (to 1/4th their size by default with HL2 materials) and use more pixels to cover the same surface. Making more of the original is going to give you a lot of really really small details that aren't as well defined as they could. I think you might be better off using the original texture scaled up as a base/reference and then creating a more detailed version of the original.
Also, for ground/terrain stuff, 1024 is really the way to go if you can afford it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keeps the variation spread out
The nVidia plugin gives some weirdness under dynamic lights that you'll start to see if anything moves. If you can find the time and someone able to do some high-poly source work, do it. It's well worth it and the only way you'll get optimal results.
i believe there is another way than creating high poly models to obtain good bumpmaps. Many things can be done with jsut half of the time but looking ingame with correct lightening awesome.
There must be another way to control the bumpmaps like i want, but at the moment Source is a new terrain for me and i have to learn about it more. The thing is: I m able to imagine a 3d structure behind the textures i made, all what i need now is to modify the bumpmaps correctly that they will fit to all the layers I "imagine" for the texture. And this is the difficult part and i see no way at the moment to realise this with the nvidia plugin now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
i believe there is another way than creating high poly models to obtain good bumpmaps. Many things can be done with jsut half of the time but looking ingame with correct lightening awesome.
There must be another way to control the bumpmaps like i want, but at the moment Source is a new terrain for me and i have to learn about it more. The thing is: I m able to imagine a 3d structure behind the textures i made, all what i need now is to modify the bumpmaps correctly that they will fit to all the layers I "imagine" for the texture. And this is the difficult part and i see no way at the moment to realise this with the nvidia plugin now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It should be possible to work up quick 3D models with maya or something, the hard part would be copying the texture detailing exactly, and I wouldn't know how to render in such a way to make a useful bumpmap anyways.
If we could get the rendering down, it might be possible to work up rough equivilants of the textures in peices and then working in the details in PS by matching the locations of the 3D to the locations of the texture with layering, then pulling it off when it fits.
Also, for ground/terrain stuff, 1024 is really the way to go if you can afford it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Keeps the variation spread out
The nVidia plugin gives some weirdness under dynamic lights that you'll start to see if anything moves. If you can find the time and someone able to do some high-poly source work, do it. It's well worth it and the only way you'll get optimal results. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The only problem with that, is it is really hard to do, it's not like some wall, the infestation textures are very detailed. I can always try, but it won't look very good.
I already expiremented a bit with that, and its working very well. Especially you have then full control about the bumpmap. You can easy define pipes or cubes and you have a preview function that will light your texture from all sides.
atm im working now on one of the bast textures i showed you. I try to make an animated gif that shows all different lightnings and will post here again.
bumpmap roxs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I already expiremented a bit with that, and its working very well. Especially you have then full control about the bumpmap. You can easy define pipes or cubes and you have a preview function that will light your texture from all sides.
atm im working now on one of the bast textures i showed you. I try to make an animated gif that shows all different lightnings and will post here again.
bumpmap roxs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<3
Email you photo shop?!?
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
[edit]It isn't photo shop, but <a href='http://www.gimp.org/' target='_blank'>The Gimp</a> is an extreamly powerful image manipulation suit you can download and use for free. Good luck learning to use it effectivly, but if you do you can do with it anything that can be done with photoshop.