1. Post #721
    Ask me about my progressive rock fetish
    Daniel Smith's Avatar
    September 2010
    9,006 Posts


    *HEAVY WIP*
    It is going to be Garry's house

    Custom textures found on the web, edited and turned into vtf/vmt's by me
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  2. Post #722
    Gold Member
    MenteR's Avatar
    July 2007
    5,400 Posts


    *HEAVY WIP*
    It is going to be Garry's house

    Custom textures found on the web, edited and turned into vtf/vmt's by me
    the walls are paper thin :(
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  3. Post #723
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,342 Posts
    Plywood walls with brick wallpaper

    Edited:

    Snow textures here!
    (They doesn't have bumpmaps and i haven't applied them to any blend texture, do it yourshelf)
    http://www.1337upload.net/files/6materials.zip
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  4. Post #724
    I like to faps while I make maps
    Reactors's Avatar
    December 2009
    1,451 Posts
    Ahh, so sexy.

  5. Post #725
    Yanzl's Avatar
    July 2010
    117 Posts
    Kinda forgot about this, but here are my snowy textures:
    http://dl.dropbox.com/u/4380409/winter.7z
    Detail sprites texture works in L4D2 if you replace the detail material with detailsprites_oversnow. Plain snow textures are from Alien Swarm.
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  6. Post #726
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,175 Posts
    can anyone give me the link to those orange and white spacey textures, it would be a big help

  7. Post #727
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,342 Posts
    Dev textures?

  8. Post #728
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,175 Posts
    Dev textures?
    no, it's like white and orange panels and lights, used on space stations
    i used them on this map:
    but i've lost them

  9. Post #729
    Gold Member
    NotExactly's Avatar
    March 2011
    1,049 Posts
    can anyone give me the link to those orange and white spacey textures, it would be a big help
    http://philipk.net/ bottom of the page

  10. Post #730
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,175 Posts
    thanks muchly

  11. Post #731
    Gold Member
    Bubz's Avatar
    September 2009
    5,017 Posts
    But that is yellow, not orange.
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  12. Post #732
    I like to faps while I make maps
    Reactors's Avatar
    December 2009
    1,451 Posts
    Yeah, that's quite a bit yellow. I don't see orange.

  13. Post #733
    Gold Member
    NotExactly's Avatar
    March 2011
    1,049 Posts
    But that is yellow, not orange.
    Close enough, fucking hell
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  14. Post #734
    Gold Member
    Firegod522's Avatar
    March 2008
    11,571 Posts

    Working on a cartoon texture.
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  15. Post #735
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    no, it's like white and orange panels and lights, used on space stations
    i used them on this map:
    but i've lost them
    Improve the lighting?

  16. Post #736
    Mkadeshkode's Avatar
    September 2009
    951 Posts
    I've started work on a crate texture, and I think it's turning out pretty damn well



    haven't ported it to Gmod yet, but in concept it looks pretty good; aside from a wee bit stretching.


  17. Post #737
    Gold Member
    NotExactly's Avatar
    March 2011
    1,049 Posts
    Looks pretty good, not sure about the corners though. Did you follow a tutorial? If so, mind posting it?

  18. Post #738
    Mkadeshkode's Avatar
    September 2009
    951 Posts
    Looks pretty good, not sure about the corners though. Did you follow a tutorial? If so, mind posting it?
    No tutorial, pretty simple

    it's woodish brown colours, fiber render, noise and blur

  19. Post #739
    for those corners, you should rotated the texture 90 degrees for half of them so they "follow" the shape. it looks obvious that you just took wood texture, masked it and that's it.

    (you have UV problems as well)
    but it looks nice and clean

  20. Post #740
    Mkadeshkode's Avatar
    September 2009
    951 Posts
    for those corners, you should rotated the texture 90 degrees for half of them so they "follow" the shape. it looks obvious that you just took wood texture, masked it and that's it.

    (you have UV problems as well)
    but it looks nice and clean
    I didn't use any wood texture, I made that texture

    Follow these steps for the same result:

    select two colours, namely a brown and a lighter shade of brown
    (I used R183 B158 G119 and R147 B124 G95)

    press ctrl+delete

    Filter>Render>Fibers...
    Vibrance 23, Strength 4
    (You may randomize it till you find a grain pattern you like)

    Filter>Artistic>Drybrush
    Select OK

    now use layer styles and add a slight drop shadow


    Bam, awesome wood texture.
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  21. Post #741
    Gold Member
    Lt_C's Avatar
    March 2007
    3,110 Posts
    I'm kind of proud of this one.

    It's a circular cover for my map that matches the general design of the PK02 texture set, with modifications to match the situation.



    Not bad for working from scratch.
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  22. Post #742
    Gold Member
    Phone-Booth's Avatar
    May 2007
    289 Posts
    Very nice. Only thing I can see that I would change would be the grain of the blue parts near the centre, and the blue glow from the centre.

    The grain of the blue parts all goes in one direction for all of them, I think having them to go with the direction of the 'sections' they are on would bring it all together.
    The blue glow you have in the middle is softening all the detail work around and under it. You should try to keep that glow and maybe make it a part of a $selfillum, but you should also make the rivets look like they are blocking some of the light of the glow. Some strong to faded erasing of the blue behind and on the outer edge them should make them pop back into the foreground.
    I haven't tried doing it myself, but I think you might be able to pull off the effect.

    You did a great job, awesome work.
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  23. Post #743
    Gold Member
    Lt_C's Avatar
    March 2007
    3,110 Posts
    Very nice. Only thing I can see that I would change would be the grain of the blue parts near the centre, and the blue glow from the centre.

    The grain of the blue parts all goes in one direction for all of them, I think having them to go with the direction of the 'sections' they are on would bring it all together.
    The blue glow you have in the middle is softening all the detail work around and under it. You should try to keep that glow and maybe make it a part of a $selfillum, but you should also make the rivets look like they are blocking some of the light of the glow. Some strong to faded erasing of the blue behind and on the outer edge them should make them pop back into the foreground.
    I haven't tried doing it myself, but I think you might be able to pull off the effect.

    You did a great job, awesome work.
    I edited it a bit, took some of your advice. I just updated the image in my first post.

    edit:
    Also, this is the normal/spec (before redoing the glow)

  24. Post #744
    Gold Member
    Phone-Booth's Avatar
    May 2007
    289 Posts
    Looks really good. Are you going to give it a bumpmap? If you are, please post an in game shot of it. I am really interested in seeing how it will all look compiled.

  25. Post #745
    Gold Member
    Lt_C's Avatar
    March 2007
    3,110 Posts
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  26. Post #746
    Sad Banana's Avatar
    June 2007
    148 Posts
    I'm kind of proud of this one.
    Looks cool. How 'bout a screengrab of it in Photoshop? I'd like to see how it's put together.

  27. Post #747
    Gold Member
    The freeman's Avatar
    October 2007
    6,586 Posts

    Anyone have a texture of this?

  28. Post #748
    DasMatze's Avatar
    December 2007
    1,817 Posts
    Anyone have a texture of this?
    You mean Stucco?

  29. Post #749
    Gold Member
    Lt_C's Avatar
    March 2007
    3,110 Posts
    Looks cool. How 'bout a screengrab of it in Photoshop? I'd like to see how it's put together.
    Eh, it's a pretty modest 30 layers. The normal and spec use modified recolors of the same layers for height and specular simulation. I usually deal with twice or three times this many when I'm doing an in-depth texture, and this doesn't even have a phong exponent map.



    A little hint though, all layers (except photo texture) are base color 808080 (true grey) with patterns and color applied in layer styles using hard light. This allows me to have full control of the layer regardless of the end color or style.
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  30. Post #750
    Gold Member
    NotExactly's Avatar
    March 2011
    1,049 Posts
    Eh, it's a pretty modest 30 layers. The normal and spec use modified recolors of the same layers for height and specular simulation. I usually deal with twice or three times this many when I'm doing an in-depth texture, and this doesn't even have a phong exponent map.



    A little hint though, all layers (except photo texture) are base color 808080 (true grey) with patterns and color applied in layer styles using hard light. This allows me to have full control of the layer regardless of the end color or style.
    I wish I understood any of what you just said
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  31. Post #751
    Gold Member
    All0utWar's Avatar
    March 2011
    1,636 Posts
    Does anyone have any good window textures? The Valve ones look like crap in my map.
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  32. Post #752
    Gold Member
    Zally13's Avatar
    July 2008
    4,976 Posts
    This is a question... Does anybody know any good swimming pool and hottub textures? Something like bubbling water, but more importantly the refractive swimming pool water?

  33. Post #753
    Here's another question; Can someone convert entire folders of .dds textures to .VTF / VMT, or does it have to be done manually.
    Also, if one has to resize, is there a way to automate that too?

  34. Post #754
    hmm you might wanna look into Photoshop Actions, they will let you write "scripts".

  35. Post #755
    Gold Member
    Firegod522's Avatar
    March 2008
    11,571 Posts
    Here's another question; Can someone convert entire folders of .dds textures to .VTF / VMT, or does it have to be done manually.
    Also, if one has to resize, is there a way to automate that too?
    Using vtf edit you can use the convert folder tool.

    You can use windows to do that, by right clicking and choosing convert folder.
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  36. Post #756
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    So I decided to try this hand painted texture style with specular map, just like Blizzard uses in World of Warcraft, if I combine well painted texture with specular map it should allow me to make the texture pop out more instead of using normal map, in order for spec maps to work properly, texture colour values must work together and not look muddy unless you try to define material which is clay or mud, then all you have to do it desaturate it and increase contrast a little and paint some more values in real quick.



    Edited:

    Also texture size is very small, 256x256.
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  37. Post #757
    So I decided to try this hand painted texture style with specular map, just like Blizzard uses in World of Warcraft, if I combine well painted texture with specular map it should allow me to make the texture pop out more instead of using normal map, in order for spec maps to work properly, texture colour values must work together and not look muddy unless you try to define material which is clay or mud, then all you have to do it desaturate it and increase contrast a little and paint some more values in real quick.



    Edited:

    Also texture size is very small, 256x256.
    Usually you don't need a normal map when doing hand painted textures. That's why most of the mobile games out there use that style, because they don't support normal maps or it's too expensive.
    great job on the highlights! try having different variation of those to break the repetition :p

  38. Post #758
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    Thanks for feedback, I also decided to extend the texture to be 512x256 so it will allow me to add variation, I killed the big detail, medium detail has to be subtle while small detail more exponent so the repetition is lesser, but this texture will rather be used on some sort of low wall or something or a skirt, column maybe.

  39. Post #759
    Gold Member
    Firegod522's Avatar
    March 2008
    11,571 Posts

    Started on a brick texture, by using a model then throwing it into zbrush, making the shape of the brick then throwing it into max, going to make it a rendered image, for the normal/height map.

    Probably going to break up the repetition with a few more bricks.

  40. Post #760
    Gold Member
    Juniez's Avatar
    May 2007
    6,924 Posts
    if you're baking it into a texture, you'll want to make sure that there's enough polies to take up every pixel of that texture