Textures?
RSX
Join Date: 2004-08-18 Member: 30703Members
Ok, so i started working on some custom textures for ns2. A ain't a mapper but i figured theres a lack of this type of textures for source, so i went about creating some. Hopefully this will start you guys of with some decent textures to be able to start mapping.
All textures come with a normal and envmap so don't forget to buildcubemaps.
<a href="http://aycu30.webshots.com/image/17589/2002656767300904386_rs.jpg" target="_blank">Preview</a>
<a href="http://www.dermott.plus.com/ns2.rar" target="_blank">Download</a>
Extract to you materials folder, then use keyword "ns2" in Hammer to search for the textures.
I know theres only 4 textures so far, i'm just looking for feedback at the moment. But i'm gonna keep working and updating them as i finish them. Hopefully ill have a full pack with about 50 textures for the first full release.
I really looking for criticism on these, so feel free to add some.
Also, if anyone as any concepts they would like, please post here as I'm sure ill run out of ideas.
All textures come with a normal and envmap so don't forget to buildcubemaps.
<a href="http://aycu30.webshots.com/image/17589/2002656767300904386_rs.jpg" target="_blank">Preview</a>
<a href="http://www.dermott.plus.com/ns2.rar" target="_blank">Download</a>
Extract to you materials folder, then use keyword "ns2" in Hammer to search for the textures.
I know theres only 4 textures so far, i'm just looking for feedback at the moment. But i'm gonna keep working and updating them as i finish them. Hopefully ill have a full pack with about 50 textures for the first full release.
I really looking for criticism on these, so feel free to add some.
Also, if anyone as any concepts they would like, please post here as I'm sure ill run out of ideas.
Comments
As I see comparing them to modern day standards they're pretty flat, lightless and ugly. For a new texture artist they're a good start and basis for expanding in to something nice some day.
<a href="http://img408.imageshack.us/my.php?image=ns2textures0000gt9.jpg" target="_blank"><img src="http://img408.imageshack.us/img408/2134/ns2textures0000gt9.th.jpg" border="0" alt="IPB Image" /></a>
You have made good design decisions so far. I'd probably use the first two and the fourth in my NS2 map, once the NS2TR comes out. I'll see about making a little collage of all the NS1 textures that are my favs, to give you a little example of what some mappers like. With the collage in hand, you can run around my map to see exactly how i used each of them.
I'm planning a huge new release of my map within days, so its what im focusing on right now, but i could probably make that collage a day or two afterward.
Great job though, keep it up.
Thaldarin - There's not much i can do about them being flat, since source isn't very good at lighting normal maps thus the only really way to add height is to add edging which looks weird when you start to rotate around the texture. About the textures being lightless, again source should light the textures, once i start adding in baked in lights and shadows they look ok from the point at which they were created for, but again when you rotate around them, the're lit wrong. I did add some baked in lighting and shadowing for the minor detailing, but there's not much more i can do about that? Would you care to elaborate about what you mean by the textures being ugly? In what way? Design? Texture?
StixNStonz - Thanks for the crit, i did add some rust on most of the textures, but then erased the layer because i thought it made the textures look too worn. I've had a quick scan of the hl2 textures, most of them are from photographs which kinda give them the're richness.
Thanks for the crit i keep in mind what you said and hopefully i'll have some new textures done later in the week with the comments you had in mind.
A very good start though, I was even more impressed when you put that ingame shot.
Then do two or three unquie variations of each textures WITH a HUGE highly noticable diffrance, a ripped hole fer say bullet tracers, fade slash.
in ns 1 you would then go as far as to make another 3-4 variations of each un-noticable and maybe one more unquie but have diffrent lvls of ick and infestation on them.
diffrent lvls of ick and infestation on them.
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i don't think artists need to worry about infestation, if its all going to be dynamic - even hives after marines clear them out should be clean again - im' guessing though.
great start <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> make them a little more like something out of the aliens movie and you have a winner <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://aycu33.webshots.com/image/18072/2002308294562270436_rs.jpg" border="0" alt="IPB Image" />
<img src="http://aycu03.webshots.com/image/18082/2002560313867463111_rs.jpg" border="0" alt="IPB Image" />
Good work!
I don't know anything about textures or mapping, but aren't these a bit too clean and cartoonish? Shouldn't they be more gritty and dirty? Or will they look more gritty when applied?
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agree
This any better???
<img src="http://aycu33.webshots.com/image/18072/2002308294562270436_rs.jpg" border="0" alt="IPB Image" />
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I quite like that, reminds me of one of the original HL textures.
Reebdoog - Unfortunately source is poor at lighting normal maps, so its either pre baked lighting or bland textures.
Unless this changes, i heard hl2 ep2 uses a better lighting model than previous versions so hopefully if the UWE teams uses that for NS2 my problem will be solved.
Maybe i can draw a line using subtle pre baked lighting and source to light them. Will keep testing different techniques.
If you've got some good results, id love too see them?
<img src="http://www.toothy.jolt.co.uk/ceiling.jpg" border="0" alt="IPB Image" />
I wouldn't advise using a completely flat base texture like this one because people who run source on older cards might have the normal map shader turned off, so for most textures it's worth drawing on a base amount of height detail anyway.
Looking at the normal maps in your zip file, they seemed quite shallow, I had to play around with the nvidia photoshop plugin and find ways to make them deeper like using the blur filter after drawing the bumpmap, to make better transitions.
Also, in the test maps I made, I found the default brightness for lights (200) to be too bright, try something like half that if you specifically want to test the normal map.
I'd be happy to upload more if you'd like other examples.
I'd really appreciate more examples. Thx
I have tried modeling the surface to transfer to a normal map, so i can assure you theres no problem with my normal maps. I've tested these in Quake 4 as well and they seem fine. Just source which doesn't display properly for me.
I'll go try my textures again with different lighting, see if that makes a difference.
<img src="http://www.toothy.jolt.co.uk/teckwall05.jpg" border="0" alt="IPB Image" />
I am getting better results now, thank you.
<img src="http://aycu11.webshots.com/image/16570/2002591045493845619_rs.jpg" border="0" alt="IPB Image" />
So long as the texture can work as one, you shouldn't need to split it up. Mind you, again I can't speak for source, but if only that half of the texture is being used, the whole texture is still loaded (I think.) So if you create a piece expecting it to be used on its own, more than not, maybe break it up for simplicity.