I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?
I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?
Photoshop's Actions.
In window explorer
Right click folder> convert to file type
What program should I use to make text graffitis with soft brushes like this java game http://graffiti.playdo.com/ ?
In gimp there is an option to draw on a transparent layer, I would suggest trying that
Is the floor missing a mip map? in the distance it looks a little odd. Also why use such a nice high quality floor texture with those horrendously low res building tex? From a distance it looks good but the building texture really drag it down. The road I like.
Because its half a year old.
Looks pretty good.
I'd say make a blend for it that has the cobble in different arrangements and positions (or missing) to break up any tiling effect. As well, maybe darken the cobble a bit or make them look a bit more dirty.
Dose it have a specular? You should make the dirt/gravel in between the cobble not reflective.
Its suppose to be a puddle, but I never made actually made a map with it because I couldn't find out how to make rain that looked good.
IT did occur to me that it was meant to be a puddle. For good looking rain you'll want to use particles. Look up dynamic rain for the idea. Then you'll want a reflection on the puddle possibly using render target rt (camera) depending on what you are mapping for. You can also use an animated bumpmap to make it look like water impacting.
To my knowledge for making a rain bumpmap you have spheres on a plane (in 3ds max) and then bake the image to the bumpmap, make the spheres bigger and bake again. I've never got this to work though so maybe someone can provide better insight.
If you want really heavy rain you can have rain pouring off your roof with particles or an animated texture.
I've got an animated refracting puddle texture ported from BioShock, if you want it
So I had this neat idea and it made me learn how to texture stuff. >:D
Glow-in-the-dark barrels! (The pale blue one a reskin of the old gray barrel everyone's come to know and love.)
I'm also planning on using custom textures to make my environments since I can tweak stuff to match that atmosphere, here's my first tests of my first three textures.
(I need to make the middle texture be a bit more balanced so the tiling isn't noticable, but bear with me.)
Edited:
Is there a way I can make the barrels illuminate whatever's around it?
Nope, unless you put a dynamic light inside of it.
Well, that was fun. :P
Made that texture a little differently then I normally do, I designed it to look high quality, yet be tiling on a 512 x 512 size, then made the canvas 1024^2 so I could make it even more tile-able.
Made a video ... of making the texture. (Mute if you dislike electronic / Renr'd)
Made two textures late at night, fully hand painted I only used some texture source for finer detail.
Edited:
I still have to make Normal Maps and Spec or Gloss, it should be easy.
lol wrong thread sry guyz
Making some dev textures for a project I'm working on.
Made next one.
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I wanted to try baking models into textures, so I did a floor.
Edited:
Juniez, you should have planned out how it would tile in Max instead of thinking of how to do it afterward.
that's true
Edited:
i'll probably redo it with proper planning
Far from shitty, looks STALKER-ish
Pretty happy with this
really nice, that ceiling texture looks awesome!
Tried making a Fallout 3/New Vegas style texture, probably needs to be mapped to a model or have a really good bumpmap to look good, also the colours aren't quite right yet, and I think the concrete border texture needs changing too, the holes look weird.
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the scale looks weird, that paint chipping should be scaled down to make sense I think. maybe have a better transition between the paint and the concrete. (It looks like you just slapped a chipped paint texture on top of that concrete for now)
I think if I make the concrete look a bit more 3D it might work a bit better, but to be honest I think the texture just needs changing in general. I need to go back to Fallout, look at the one I was copying.
If you add a bump-map / SSbump then it should look 3d enough in-game.
I threw one together for you.
I added the standard albedo texture because I changed it slightly to make the chipped paint and concrete transition a bit smoother.
The normalmap has an embedded alpha, so just use the "$normalmapalphaenvmapmask <bool>" to use it.
Also, mind telling me how you made such a nice and clean tile ?
And how you made the concrete blocks form a almost perfect line ?
That bumpmap is looking a bit fluffy, you might want to try turning the bilateral filter up.
Looks like youve blured your bump map texture too much, keep it sharp.
There you go, this normal map should work, I think you can use it for ssbump if you transform it
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Is it alright to use this? Or is it only for you? If so I won't touch it.
It's literally just textures from cgtextures chopped up and combined to make a single texture, barely any editing done by me apart from a little scaling to get it all to line up to the grid. If people are interested I could make a set of these?
Also Antec, I only made the diffuse, not the normal, but it's fine by me if you want to use it.
My first blend texture!
Yes I know the stone tiles terribly.
Its not my albedo texture, but the normal is mine; you have full permission to do whatever with it.
It looks a bit blurred because I added the Alpha channel into the PNG, if you remove that it looks just fine.
I'd really like to see a video of you making these. Or just something about how you do the grunge and AO style shadows. I'm making a mod with an Art Deco style, though it does have a more realistic look than your textures. Pretty cool stuff though.