Newbie textures

SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
<div class="IPBDescription">Anyone want to comment on my textures?</div>Here are a few textures I created using photoshop. What do you think.

Comments

  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
    I made the textures using photoshop, and they were meant to match the lab textures from the NS wad. Don't be to critical, it is my first try at texture making and I used one of the textures from the NS wad as a base.
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    It's very good...the use of NS textures as a base is visible.
    Btw, the images seems a little blurred...maybe just cos you had to post 'em...
    i read a tutorial 1 time that suggest this: "make the images double the size they must be,so when you'll reduce them,they will look smoother,detailed bla bla..."
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    that's very good for a first try, keep working on it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    very nice indeed, i would love that large door in my map
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Very nice indeed.  Remember to keep the size of your textures to a power of 2 (16,32,64,128,256) for best viewing in HL.
  • DarthDiviDarthDivi Join Date: 2002-03-13 Member: 311Members
    those look really good, great job <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
    Thanks everyone for the feedback, I'll definitely take in mad dogs suggestion about creating the textures double size and then shrinking them. Here’s some pictures of the them in game.
  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
    and here's another screenshot!!
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    yeah, they look allright in-game, the smaller door is enlarged too much in the 1st picture, you'll need a larger texture for it.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I agree with black, nice pics btw is this from a map you're making?
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Cannibalizing existing textures is the best way to start, it's how I first began making textures. You have a good eye for combining textures and spicing them up, so you'll learn quickly. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Also, if you want to keep on using that lab texture series, try out the Clone Stamp tool. You can use it to remove those little tiny vent and outlet pieces and cover them with the flat metal texture. That way you can use more of the texture surface for your own additions.

    If you want to tile the lab texture vertically (Like using it as a ceiling or floor), use the Offset filter under Filters->Other. Offset it so that the seam is in the middle, then just use the Clone Stamp or Smudge tool (Careful with Smudge, use a very low amount) to remove the seam.
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    Awsome dude keep working like that  i love that second pic i'm impatient to see if you will release them <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> good job
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--SUPERN0VA+April 19 2002,08:44--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (SUPERN0VA @ April 19 2002,08:44)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I'll definitely take in mad dogs suggestion about creating the textures double size and then shrinking them.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    don't understand if u agree or not or if u're teasing me...btw, whatever it is, i don't mind cos i read that on the site of a professional graphic.
    The textures looks good ingame,but not the first shot,like someone else said.
    Keep up with good work
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Realize, making 'em double, then shrinking 'em down will double (or more) the amount of space that texture takes up. And there is a 4MB limit on texture usage.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Nah, that's not what he means, Mole.  I do the same thing when I work in photoshop... I'll scan in a drawing at 300dpi for coloring and shading.  Once I've got a final result, I resize it from about 2100px tall to only 600px, and down to 72dpi.  When Photoshop resamples at the smaller dimension, it still LOOKS cleaner than if you had created the whole thing that small.

    So yeah, work on it REALLY large - larger than you'd ever think you'd need.  Then resize it to 128x128 or whatever when you've finished it.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hey, great to see some more textures in this theme. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'm eager to see what else you can do along these lines, especially if you're just starting. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    The problem with Photoshop is that downsampling always results in a lot of bluriness... the resulting textures just aren't as sharp as you would expect, and a lot of detail is lost. Sharpening helps a little with that though.
  • SUPERN0VASUPERN0VA Join Date: 2002-04-19 Member: 475Members
    I'm still making new textures for the series, but I think I'll start again on the small door texture since it looks so blurry. The map you see it in is one I'm trying to make, probably called USS_Supernova or something like that. It is going to be set on a large abandoned spaceship. The large door opens out onto the outside of the spaceship and is supposed to be the doors on one of the hangers. You can also see the command station in the second screenie. This is obviously the marine starting location. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> I'm not sure about this pre game sequence stuff, but I was planning to have a really awesome fly in sequence for the marines dropping of onto the spaceship <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    For the longest time I've been creating all my textures in Photoshop at the exact in-game size, rather than making them at twice normal size and then shrinking. So last night I made a few new wall and door textures using this technique. The results weren't dramatically better, but I found it helped since I tend to use the Line tool (With a gradient stroke around it) for putting in grooves, and shrinking made the grooves blend in a bit better.

    I probably won't redo any of my current textures since the difference wasn't really noticeable. I guess it all depends on whether you're working with photorealistic content or not (And I'm not, I make all my stuff from scratch).
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
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