New High-tech Textures Wip...

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
edited September 2003 in Mapping Forum
<div class="IPBDescription">Thanks for the help, Carobon14! :)</div> I'm starting work on a new texture set, loosely Inspired by the playstaion shoot 'em up RayStorm. Carbon14 was really cool about it when I PMed him, and agreed to teach me the secrets of his awesome metal base! thanks, Carbon14! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Anyway, expect lots of smooth metal plates and semetrical geometric patterns, all rendered in worn, stained metals. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'll probably add some lights and other bits of tech once I get the hang of this.

What do you think? Somebody told me it reminded him of Metriod Prime...

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    It doesn't look much now, but I'm sure it would look good if put on a wall and repeated. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Woah! I added a little water damage, and it looks 5 times more realistic, and 10,000 times creepier! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Check it out.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I agree. Very nice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    And here it is with the ol' "upper-right-hand corner light" trick applied. Does this look better or worse? Some people think textures look bad when illuminated from one corner like this, but I think it works for some reason in this particular case.

    Also, doing this allows me to make a "clean" version of the texture for marine areas, and it still looks almost as good as the stained version:
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Good thing it removes the attached image if I click "Preview post." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> It is also a good thing I can't add a file to a post after I've already submitted it.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    IMO, if you made the lines inward bevels, it would really add to the effect, but it looks great as is.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    That looks very nice.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Check it out infested. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I discovered a couple cool infestation techniques... basically, you take the left edge and the right edge of a 256x256 infestation base texture, layer them, and erase the "middle" side of whichever one's on top, then merge the two layers and erase chunks out of that layer. Then you can align your infested texture in the game next to the 256x256 infestation base texture, and the wrinkles and veins will spread seemlessly from a "big clump of goo" brush across the wall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Ohh, that looks even better. Awesome.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited September 2003
    Hey, Legionnaired, how do I bevel it? Is this a filter or a technique? If you can show me how to make the lines inward bevels, I would love to learn it.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited September 2003
    And now the shiny, new version looks... shinier and newer. Yet still slightly gritty.

    I think it will mesh fairly well with the "diamond" floor. What do you think? I hope it's not TOO bright! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [Edit: Now the water damage looks more like rust. Both textures sharpened up a bit so you can see the streaks and grit after HL's anti-aliasing]
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    imho, it looks way to... "cell shaded". Doesn't feel "real".
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Looks alright <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    That infestation is awsome, GW <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    If you want to make it shiny I suggest you run over the top left corners of the squares with a soft dodge brush to make it seem some what reflective.

    Alternitively, if you want to make it seem rough and dirty roughen up the solid black lines and the bevels.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    I made some further adjustments. It looks slightly less cartoony now. I'm pretty sure the metal texture itself was good enough before, and only the bold black lines made it look cartoony. I made some further subtle changes to the different layers of the textures. I hope this is good enough. I need to start churning out a texture set using this technique. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    if u stretch the texture on the left out so the main middle square is alot longer the texture might look pretty nice. dimensions of 256x256. looks nice now, just not the best texture dimensions for a long corridor.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i like it. although i dis agree with the above that ti shoudl be longer it looks like a good strut texture for a wall or plating texture hmm.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Looks very nice, I think that texture is going to find its way into the map I am making...
  • VoleVole Join Date: 2003-08-10 Member: 19374Members
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Looks great ingame, even better then on a picture... That costum-wad would be really nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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