Needs some more work, the middle areas in particular are a bit lacking and I haven't worked on the bolts yet.
Put together a quick specular mask and some nicer test lights.
Specular usually looks completely different in source, though.
It seems like a lot of effort for one texture. It would be even better if Source lit models well.
That looks a lot better now.
Asthenia you're stuff is pure awesome, I love the specular on the stairs.
I wish he would share them, oh well it sucks that I can't create textures for shit.
Tried a thing:
The wood is to cartoony imo.
made wall, floor, and metal textures today
the wall/ceiling textures look incredibly realistic.
I thought that was parallex mapping in the first and second thumbnail.
Damn nice job, Firegod.
I took up the old halo 2 street thing I worked on.
This is what it looks like now:
I see that texture's serving you pretty well. Good thing I tweaked it.
Firegod helped me figure out how to add both Specularity and Normal Mapping to the same texture, and I've been tweaking and playing with it, I think it looks great so far:
the tiles are wet, as if its been rained on, leaving small puddles.
I like the puddles idea. Took me ages to work out how to have normal and specular for my BioShock textures, is your specular embedded in the normal or the diffuse alpha channel?
it's in the diffuse Alpha Channel, I thought that would be the best way to do it..
I have it in the normal alpha channel, I don't think it makes a difference though.
Actually, that puddles idea has really inspired me. I think I might try and do something similar.
You'd be a tad surprised how much better a map could look with more expressive bumpmaps and specular effects. It really helps unify lighting and geometry.
No, I used a grayscale heightmap, and then with the Nvidia Photoshop plugin. It was incredibly useful.
I've got a question: I skinned a model a friend made for me and theres a... problem. The texture around the eyes look like they are a foot in his head due to the bumpmaps, any idea on how to fix it?
A slightly rough wood texture I made from scratch. Painted green of course.
I created it for a section in the new map I'm working on:
It's a copy of real wood paneling at a summer condo. I'll see if I can find a picture...
I found one!
I realize the boards are angled slightly different in real life, but I decided it wasn't quite the look i was going for.
Pretty similar, eh?
Although, his result looks incredibly detailed, and the bumpmap is rather nice.
I guess I could show you what I did, I'll do WIP screenshots on my next texture when I get round to it,
moving house means I have little time for anything right now.
Where did you get the base texture for the tiles?
I wanted to show you guys this video (not by me) that demonstrates how well you can emulate different materials in the Source engine with the proper amount of work.
As you can see with Silver or Aluminium, there was a need to retain the red color value more in the envmap. He also had to control the phong reflection color correctly.
I think if you wanted to get serious about texturing, you need to delve into this kind of detail. Take baby steps in perfecting your normal maps, specular maps, and material files so they all output a believable texture.
Indeed. I just started making a completely new texture pack tonight. I hope to set higher standards for what Source textures should look like. I'm starting with some of the material files that Valve uses in L4D2; one material file from a good wood, glass, stone, and concrete texture. From there I can more quickly get an idea of what modifications I need to make in my textures or the specific material file.
They all look like plastic, really. But thats just because of Source's limitations.
The Silver was too pink and Bronze looked like a giant chocolate bar, other than that I have no grievances.
Also, what do you think of this? This is $reflectivity being manipulated. It changes the default brightness of reflected light that is in the material file. No it doesn't increase compile times or bounce more light, it makes whatever IS bounced, brighter. I seem to have a liking for the higher reflectivity values. It's also nice that it's handled in three values so you could control the type of ambient light you would like. If you were making ice textures, you might want to have the blue value higher, or perhaps you are you making a mars texture pack, so you make the red value a bit higher, just so the red theme of mars is put more naturally into your lighting from the get-go.