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Rayne's texture pack
#3
Posted 04 November 2011 - 12:07 AM
#4
Posted 04 November 2011 - 07:36 AM
I've used them - they look great - make some more please. especially urban textures lol
I've made a video of a couple of the textures in my development map - just in case anyone wondered how they look.
PS. I'm testing the railings which I'm remaking in 3dsmax, thats why I seem obsessed with them.
I've made a video of a couple of the textures in my development map - just in case anyone wondered how they look.
PS. I'm testing the railings which I'm remaking in 3dsmax, thats why I seem obsessed with them.
This post has been edited by Johnnyenglish: 04 November 2011 - 09:13 AM
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#5
Posted 04 November 2011 - 02:52 PM
Need to watch those power of 2's :P (asphalt.jpg)
Also I think that 2048 is quite a high resolution to go to(green_bulkhead.jpg), though I understand why you did it for the texture pack I'm just saying in-game it wouldn't be realistic.
I think the specular on all the textures are done very nicely, some of your height maps are a bit too soft whereas they could be sharper to produce a finer edge(not for all of them though)
green_bulkhead.jpg wasn't a good base image as its got a lot of shadowy stuff happening and won't look as realistic in-game.
With the normal maps, what I did with some of mine is make 2 normal maps, one generated from the diffuse and the other generated from the height map then blend them together, this tends to give the shape which your after plus the finer details to make the texture more coarse.
Else I think you've done a good job, nice.
Also I think that 2048 is quite a high resolution to go to(green_bulkhead.jpg), though I understand why you did it for the texture pack I'm just saying in-game it wouldn't be realistic.
I think the specular on all the textures are done very nicely, some of your height maps are a bit too soft whereas they could be sharper to produce a finer edge(not for all of them though)
green_bulkhead.jpg wasn't a good base image as its got a lot of shadowy stuff happening and won't look as realistic in-game.
With the normal maps, what I did with some of mine is make 2 normal maps, one generated from the diffuse and the other generated from the height map then blend them together, this tends to give the shape which your after plus the finer details to make the texture more coarse.
Else I think you've done a good job, nice.
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#7
Posted 04 November 2011 - 04:16 PM
Delirium, on 04 November 2011 - 02:52 PM, said:
Need to watch those power of 2's :P (asphalt.jpg)
Also I think that 2048 is quite a high resolution to go to(green_bulkhead.jpg), though I understand why you did it for the texture pack I'm just saying in-game it wouldn't be realistic.
I think the specular on all the textures are done very nicely, some of your height maps are a bit too soft whereas they could be sharper to produce a finer edge(not for all of them though)
green_bulkhead.jpg wasn't a good base image as its got a lot of shadowy stuff happening and won't look as realistic in-game.
With the normal maps, what I did with some of mine is make 2 normal maps, one generated from the diffuse and the other generated from the height map then blend them together, this tends to give the shape which your after plus the finer details to make the texture more coarse.
Else I think you've done a good job, nice.
Also I think that 2048 is quite a high resolution to go to(green_bulkhead.jpg), though I understand why you did it for the texture pack I'm just saying in-game it wouldn't be realistic.
I think the specular on all the textures are done very nicely, some of your height maps are a bit too soft whereas they could be sharper to produce a finer edge(not for all of them though)
green_bulkhead.jpg wasn't a good base image as its got a lot of shadowy stuff happening and won't look as realistic in-game.
With the normal maps, what I did with some of mine is make 2 normal maps, one generated from the diffuse and the other generated from the height map then blend them together, this tends to give the shape which your after plus the finer details to make the texture more coarse.
Else I think you've done a good job, nice.
oh snap 1095, my bad.I guess i saw 10xx and automatically disregarded the other 2 digits.
Bulkhead was a pretty bad base cause of shadows baked in it, but i so love green :>, same can go for the window texture.
@Nounou, thanks, more will come once i find some time to dedicate to them.
This post has been edited by Rayne: 04 November 2011 - 04:17 PM
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