custom texture set
[Deleted User]
Join Date: 2003-11-28 Member: 23688
Started work on a metal texture set this weekend, for an NS2 map i may work on when the guidelines come out. I have a theme in mind, so all of the textures will follow a trend, with some being different variations of the same one to mix things up a bit.
<u>Last updated - 29/7/07</u> (hit image limit for this post)
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest2.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest22.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest6.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/normalvgrunge.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest18.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest17.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest5.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest8.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest10.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest19.jpg" border="0" alt="IPB Image" />
Loads more to do, Il keep this updated if anyones interested in seeing the set progress.
Photoshop for base texture and spec
3Dmax for main normal and ambient occlusion
crazybump for secondary normal (scratches etc)
<u>Last updated - 29/7/07</u> (hit image limit for this post)
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest2.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest22.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest6.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/normalvgrunge.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest18.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest17.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest5.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest8.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest10.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest19.jpg" border="0" alt="IPB Image" />
Loads more to do, Il keep this updated if anyones interested in seeing the set progress.
Photoshop for base texture and spec
3Dmax for main normal and ambient occlusion
crazybump for secondary normal (scratches etc)
Comments
halfway down the right post thing is a scratch that goes across it.
The effect you have here is you got a nice clean wall with a sheet of scratched up glass in front of it. Try putting the scratches on the "outermost" areas, like the . This would suggest wear. Think about it, the part that's sticking out the farthest is most likely to be hit by things right? (On second look, you've got some good wear on the edges. Just need to make those long scratches fit better.)
And beware of making things "stick out" too far (first ones with the button things). As soon a person gets close to the texture the 3d effect is lost and it doesn't look too good. The bottom one might be able to get away with it because those trench thingees are dark enough to hide that effect.
Still, a very good start there.
BTW You forgot a "." after the "B.S.N" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Im thinking the map will be based within a very recently infested mining facility, so with these wall textures im going for a bulky industrial look, rather than the "techy" look found in most ns maps. Techy textures will have their place, but for now i've been focusing on generic walls.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Nice start Reeke.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Flayra <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
heres a few more ive worked on today. Again multiple versions, these are the "base" versions.
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest15.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest12.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest13.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest14.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest10.jpg" border="0" alt="IPB Image" />
A question for a dev, will the official texture sets include any infested versions, or is that going to be 100% controlled by the dynamic infestation?
Just a few quick tips...
- Try to create a new or unrecognisably different surface for each texture. It appears to me that you have used the essentially same scratched metal surface for each texture.
- Use reference images as much as possible. Because you're painting NS2 textures and you want them to fit into our style, you should use our current textures as references. But since we haven't released any yet, Cory's NS textures and our publicly released concept art will have to do.
- Basically, add more grunge, and try and paint as much detail by hand as possible (to achieve the same look as Cory's textures). Here is a three-minute revision of one of the textures to give you an idea of what I'm talking about.
<a href="http://img518.imageshack.us/img518/8932/revisedmetalox1.jpg" target="_blank"><img src="http://img518.imageshack.us/img518/8932/revisedmetalox1.th.jpg" border="0" alt="IPB Image" /></a>
And to build on:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Try to create a new or unrecognisably different surface for each texture. It appears to me that you have used the essentially same scratched metal surface for each texture.<!--QuoteEnd--></div><!--QuoteEEnd-->
maybe try to envision what the material for each piece is. Is it the hull of a ship? The hull plating is probably a cheap steel then, likely to rust easily but painted to prevent that. Aluminum oxidizes differently as well. Galvanized and stainless steel kind of have their own look to them when they age.
Are their plastic brackets on things? Screws and bolts kind of spill their rust around them. Look at the rust on an old car to give you ideas. Try and give the components a sense of purpose and the materials a history, and the whole textures story will work itself out!
Keep it up!
Oooh, that's a nice improvement JJJ1.
And to build on:
maybe try to envision what the material for each piece is. Is it the hull of a ship? The hull plating is probably a cheap steel then, likely to rust easily but painted to prevent that. Aluminum oxidizes differently as well. Galvanized and stainless steel kind of have their own look to them when they age.
Are their plastic brackets on things? Screws and bolts kind of spill their rust around them. Look at the rust on an old car to give you ideas. Try and give the components a sense of purpose and the materials a history, and the whole textures story will work itself out!
Keep it up!
<!--QuoteEnd--></div><!--QuoteEEnd-->
In the future it's probably all nanites.
Just a few quick tips...
- Try to create a new or unrecognisably different surface for each texture. It appears to me that you have used the essentially same scratched metal surface for each texture.
- Use reference images as much as possible. Because you're painting NS2 textures and you want them to fit into our style, you should use our current textures as references. But since we haven't released any yet, Cory's NS textures and our publicly released concept art will have to do.
- Basically, add more grunge, and try and paint as much detail by hand as possible (to achieve the same look as Cory's textures). Here is a three-minute revision of one of the textures to give you an idea of what I'm talking about.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, i was actually afraid of making the textures look to grungy, but thats something i can do pretty easily. I do everything on its own layer so changing the textures is no problem in the future.
And yeah im hand painting everything, i never did like photo textures.
EDIT
grunged up the guy above, looks a bit better
<img src="http://img.photobucket.com/albums/v696/reeke/normalvgrunge.jpg" border="0" alt="IPB Image" />
Hope this set is launched soon, so can get it to start mapping a NS2 map!!!
sry about my english <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
sry about my english <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Is it me or do most people who post "sorry about my english" do a better job writing than a lot of native english speakers? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Anyway, next set looks good. Very nice job on the one with the grate.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Very cool. I wonder if the map will be more like mineshaft or metal? <!--QuoteEnd--></div><!--QuoteEEnd-->
In terms of atmosphere, i would hope mineshaft, it had tones of it. I want the map to be in a state of alert, as the facility was fully functional and in use before the kahraa infested it.
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest18.jpg" border="0" alt="IPB Image" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest17.jpg" border="0" alt="IPB Image" />
Just as a side note, besides industrial and "techy" texture sets, what are the major themes we can be expecting from NS textures. And, will we see in variation in quality (such as in real life where it's impossible to make everything from the best materials).
<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd expect mainly tech and space , industrial and sewerage type textures. I can't really imagine anything else - perhaps some sand dunes would be nice, but ns2 won't be outdoors (yet).
i'd expect mainly tech and space , industrial and sewerage type textures. I can't really imagine anything else - perhaps some sand dunes would be nice, but ns2 won't be outdoors (yet).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sewage != sewerage.
I too can't imagine NS breaking out of its spaceship/space station roots too dramatically for the sequel.
I use a cheap trust TB 3100 graphics tablet.
512 level of pressure in the pen
3048 lines per inch
A5 size
It was my first tablet so i didnt want to spash out, for £35, this did the job. hopefully before going back for second year of uni, i can grab myself a wacom intuos 3 <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest20.jpg" border="0" alt="IPB Image" />
another wall
<img src="http://img.photobucket.com/albums/v696/reeke/metaltest19.jpg" border="0" alt="IPB Image" />
Would it be possible if you would make quickly a small room where you would utilise at least some of your textures and take a few screenshots from it, so that we could see how they perform in 3D? =)
- Garo
Would it be possible if you would make quickly a small room where you would utilise at least some of your textures and take a few screenshots from it, so that we could see how they perform in 3D? =)<!--QuoteEnd--></div><!--QuoteEEnd-->
When i get a bit of everything done, meaning i have some textures for most types of surfaces, il make simple test rooms in source to show them off. I'm waiting til then because i like to work in phases <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm really tempted to do some pre-TR props now :o so much stuff I want to do, so little time =(<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, im looking to have this texture set complete and my own prop set complete before the TR hits.
Just gimme a shout, I'd be glad to help you out.