1. Post #881
    Trans genders are gays with mental dis orders
    Dennab
    January 2012
    3,881 Posts
    I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?

  2. Post #882
    I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?
    Photoshop's Actions.

  3. Post #883
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    I have roughly 133 png files to convert into .dds files, any way to do a batch conversion?
    In window explorer
    Right click folder> convert to file type
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  4. Post #884
    wanksta11's Avatar
    April 2009
    1,807 Posts
    What program should I use to make text graffitis with soft brushes like this java game http://graffiti.playdo.com/ ?

  5. Post #885
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,984 Posts
    In gimp there is an option to draw on a transparent layer, I would suggest trying that
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  6. Post #886

    September 2011
    40 Posts
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  7. Post #887
    mdeceiver79's Avatar
    March 2012
    3,632 Posts
    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.

  8. Post #888

    September 2011
    40 Posts
    Because its half a year old.

  9. Post #889
    Gold Member
    Phone-Booth's Avatar
    May 2007
    289 Posts
    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.
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  10. Post #890

    September 2011
    40 Posts
    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.

  11. Post #891
    mdeceiver79's Avatar
    March 2012
    3,632 Posts
    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.

  12. Post #892
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    I've got an animated refracting puddle texture ported from BioShock, if you want it
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  13. Post #893
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,969 Posts
    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?

  14. Post #894
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Is there a way I can make the barrels illuminate whatever's around it?
    Nope, unless you put a dynamic light inside of it.
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  15. Post #895
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,969 Posts


    Well, that was fun. :P
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  16. Post #896
    Shirky's Avatar
    December 2009
    2,631 Posts
    making some road and side walk textures, there are a total of 3 textures.

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  17. Post #897


    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)
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  18. Post #898
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    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.
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  19. Post #899
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    lol wrong thread sry guyz

  20. Post #900
    Ask me about my 'female train' fetish.
    Dennab
    January 2006
    5,457 Posts




    Making some dev textures for a project I'm working on.
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  21. Post #901
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    Made next one.

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  22. Post #902
    Gold Member
    Juniez's Avatar
    May 2007
    6,973 Posts



    now i have to figure out how to make it tile
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  23. Post #903
    OFFICIAL DEAN of MAX PAYNE
    Dennab
    July 2009
    9,002 Posts
    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.
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  24. Post #904
    Gold Member
    Juniez's Avatar
    May 2007
    6,973 Posts
    that's true

    Edited:

    i'll probably redo it with proper planning

  25. Post #905
    Shirky's Avatar
    December 2009
    2,631 Posts
    Made some shitty retextures of some HL2 props.

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  26. Post #906
    Gold Member
    Janooba's Avatar
    February 2008
    1,529 Posts
    Made some shitty retextures of some HL2 props.

    Far from shitty, looks STALKER-ish
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  27. Post #907
    STOMBS
    Yadda's Avatar
    December 2009
    698 Posts


    Pretty happy with this
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  28. Post #908
    really nice, that ceiling texture looks awesome!
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  29. Post #909
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    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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  30. Post #910
    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)

  31. Post #911
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    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.

  32. Post #912
    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 ?
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  33. Post #913
    Gold Member
    Hostel's Avatar
    January 2009
    2,436 Posts
    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.

  34. Post #914
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    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 ?
    Looks like youve blured your bump map texture too much, keep it sharp.
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  35. Post #915
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    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.


    There you go, this normal map should work, I think you can use it for ssbump if you transform it

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  36. Post #916
    HASHTAG!
    Antec's Avatar
    January 2012
    551 Posts
    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 ?
    Is it alright to use this? Or is it only for you? If so I won't touch it.

  37. Post #917
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    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 ?
    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.
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  38. Post #918
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,523 Posts


    My first blend texture!
    Yes I know the stone tiles terribly.
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  39. Post #919
    Is it alright to use this? Or is it only for you? If so I won't touch it.
    Its not my albedo texture, but the normal is mine; you have full permission to do whatever with it.

    Looks like youve blured your bump map texture too much, keep it sharp.
    It looks a bit blurred because I added the Alpha channel into the PNG, if you remove that it looks just fine.

  40. Post #920
    Made next one.

    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.