Hehe, I always thought we needed a thread like this.![]()
Whats up with the ceiling? Is it a black texture?
This thread makes me feel good inside.
No, it's just very dark. I'll have to brigthen it up a bit.
If you styanad up or raise your neck you can make some lines out. I think right?
Hardly.
Thats a pretty cool texture.
The yellow shit looks like it came straight out of minecraft.
Rated zing
(User was banned for this post ("Rate, don't post" - Terrenteller))
Well, I guess these count as texture screenshots, they're just to try out a tf2ish style..
The pipes need a little work still, but overall, I found it's easier to make textures to fill a need when you arrive at that need, rather than trying to make a set of textures and using them to the best you can...
It's quite nce really, this might go further, if I learn to model too.
Your textures look great, very stylized. Its just that it doesn't look very TF2-esque.
Even better! If they look unique, all the more to work with.
They look a bit low res in my opinion.
Really? I can understand with the second picture, the top half of the walls could be a little scaled down.
The floor in the first pic is a little bit low res too.
Specifically the wood textures on the planks in the first/second screenshot. As well as the textures on your arch and the three rectangles that are above the red border on the wall texture. The plank textures that are on the ceiling/arch also look odd, at least to me. Mainly because of the black the separates them, it seems a bit unrealistic. The floor in the first screenshot seems odd to me as well. As for the floor on the second screenshot, it looks like a lego block. Not that I could do any better with texturing, but those are the only problems that I can see. Keep in mind that I'm a nitpicker.
Bear in mind, I'm trying to Not make it realistic. the whole black borders and such were kind of on purpose, I was trying to get linework and almost painted textures into it.
(And the floor in the first pic is actually a wall texture I made at 2048^2 and t's just not scaled down at all, cos I didn't finishing painting it to make it tile hah.)
They look like Killing Floor textures, Just saying.
On another note I found this epic rock texture that I need to get in the morning; Well time to pull out my DSLR and scale it down (camera takes 4k res images)
Not to try to be an ass or anything, but it seems like people are getting a little desperate to make the next big "Mapping Section WIP Thread"?
not really.
Only Hawx.
They have their uses though. The only one I never really thought we needed was the UDK one because that one had little activity and died pretty fast. In other words it wasn't really needed. This one has it's use though, and a lot of people thought it'd be a good idea, and so far it has been.![]()
Hmmm?
Nothng![]()
They look overly shiny inbetween, although that may be down to the low resolution of the image.
The textures are too shiny to be covered in dirt(?)
A bit too shiny indeed. I'll try to lower it.
EDIT* Updated previous post and image. I lowered down the effect, thus making it look somewhat better.
I'm thinking..... Cave.
Edited:
Oh and what's the vmt value for that seamless scale thing?
$seamlessscale
$seamless_scale
Ah dammit that's why it never worked
It didn't appear to make a difference, what is it exactly that it does? I may have misunderstood it's function..
No matter how rough the displacement, it prevents the texture from stretching
If I'm not misstaken there's some specific value that you have to have the seamless_scale set to for it to work. Something like 0.005 or something in that range. I'm not 100 on this so don't quote me on it.
Not sure if you can change the <float>, or if it makes any difference if you do.Code:LightMappedGeneric { $basetexture nature\exampletexture $surfaceprop rock $seamless_scale 0.005 }
He is going to have to play with the values most likley.