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Offline sitters

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Textures
« on: December 22, 2008, 11:28:05 am »

I redo the Japwall001 texture, If you like this style then I make more.




Willem

Offline DuKe2112

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Re: Textures
« Reply #1 on: December 22, 2008, 03:33:34 pm »
It look great, but that strange beige area on the right wasn't intentional, was it?
Looks like you accidentaly applied the filler bucket.

Offline sitters

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Re: Textures
« Reply #2 on: December 22, 2008, 04:11:19 pm »
It look great, but that strange beige area on the right wasn't intentional, was it?
Looks like you accidentaly applied the filler bucket.

I am sorry, but you see something I dont ?


Offline BTAxis

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Re: Textures
« Reply #3 on: December 22, 2008, 04:21:44 pm »
I don't see it either.

Offline Mattn

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Re: Textures
« Reply #4 on: December 22, 2008, 05:24:53 pm »
very nice job sitters - more of them please ;)

Offline DuKe2112

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Re: Textures
« Reply #5 on: December 22, 2008, 05:42:52 pm »
Ok, it is somewhat subtle and since you two didn't notice it, I suppose few people would, but I'm talking about the area I marked red.

It's completely filled with the exact same shade of beige/ocker(how do you call it?) as opposed to the other mountain, whioch is subtly textured.. Also the trees on that side are cropped because of this.
Looks exactly as if you applied a filler with some tollerance.

Offline RudolfoWood

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Re: Textures
« Reply #6 on: December 22, 2008, 06:03:42 pm »
with this explanation I see it (so I don't see any red marker :-) )
for those who still search: right side the mountain, flowing into the lake

Offline sitters

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Re: Textures
« Reply #7 on: December 22, 2008, 06:17:35 pm »
Ok, it is somewhat subtle and since you two didn't notice it, I suppose few people would, but I'm talking about the area I marked red.

It's completely filled with the exact same shade of beige/ocker(how do you call it?) as opposed to the other mountain, whioch is subtly textured.. Also the trees on that side are cropped because of this.
Looks exactly as if you applied a filler with some tollerance.

pfffttt... Now I see what you talking about, I'd did not blend the layer correct ( I fix this ). :)


Edit : this is better then ( refresh your page ).

Willem
« Last Edit: December 22, 2008, 06:30:02 pm by sitters »

Offline DuKe2112

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Re: Textures
« Reply #8 on: December 22, 2008, 06:39:54 pm »
The red marker was on the pic I somehow failed to attach properly.

I know it's a minor detail, but for some reason I catch those imediately.
If I want to be nitpicking, I could say the trees on the right side still don't blend in as well as the left ones do, but that's realy overkill (;

Offline Mattn

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Re: Textures
« Reply #9 on: December 22, 2008, 07:47:06 pm »
it would be cool if you could upload the source images, too

Offline sitters

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Re: Textures
« Reply #10 on: December 22, 2008, 08:35:35 pm »
it would be cool if you could upload the source images, too

Yea , but they are C4D model files ( I model textures ).

Willem

Offline Psawhn

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Re: Textures
« Reply #11 on: December 22, 2008, 08:59:26 pm »
Can you include things like the wood grain and the roughness of the canvas into the normal map, too? I think just including the basic geometry really underutilizes the power of bump mapping (and the ultimate goal is to eventually have a large set of high quality textures).

Offline Mattn

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Re: Textures
« Reply #12 on: December 22, 2008, 09:18:16 pm »
Yea , but they are C4D model files ( I model textures ).

Willem

no problem - it would just be cool to have them. (as always ;) )

Offline sitters

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Re: Textures
« Reply #13 on: December 23, 2008, 04:35:51 pm »
Can you include things like the wood grain and the roughness of the canvas into the normal map, too? I think just including the basic geometry really underutilizes the power of bump mapping (and the ultimate goal is to eventually have a large set of high quality textures).

Yea I have update the pictures, but normally they use a bump high_map for small details.

willem

Offline Voller

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Re: Textures
« Reply #14 on: December 26, 2008, 10:54:08 pm »
Thought I'd take a look at some of those non-licensed textures Mattn mentioned. I'm not exactly experienced, so I decided to start with something simple. Here's what I came up with for floor004. I kept the original size of 128x128, let me know if you'd like it in a higher resolution. I made this with MapZone, so changing the size is no problem at all.

I noticed there may be different standards for normal maps. MapZone offers two options: DirectX and OpenGL. The green channel is practically inverted. Anybody know any more about this?

The normal map I attached is using the same convention sitters has been using.



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« Last Edit: December 27, 2008, 12:11:37 pm by Voller »