Development > Artwork
Texture specifications
Mattn:
one general rule is: submit source images in high resolutions - 1024 and above - downscaling them will produce better looking textures than upscaling them.
we have a specular map encoded in our bsp lightmap data but no extra gloss map support.
Sepelio:
What I'll do is just give you guys my GIMP source files and the normal maps I've already generated so you can use them as needed.
They are map textures and were made primarily for Xonotic/Nexuiz. Making textures and using shaders has been my project of the month so these are basically the best results I've had so far.
Anyway I'll upload them someplace in a wee bit once I've sorted them.
Most of the textures are fine, there are a few gloss maps in there as well as a guide to the spec maps. The wall textures are not very good yet. One of them was procedurally generated using Kandid. The floor and metal ones should be fine. The stone textures are adapted from some I found on OpenGameArt.org and generated normal maps for. Come to think of it they may need resized. I'll do some of this just now before I upload them so you guys have more to work with.
Mattn:
nexuiz? so they are all gpled?
Sepelio:
Yes indeed although more for Xonotic now. I'm going to try and finish a good sized set of textures first I think before I release. Shouldn't take me too long I've been whacking these things out recently.
Mattn:
very nice - thank you very much
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