Art test for NS2
Sigvatr
Join Date: 2008-04-24 Member: 64138Members
<div class="IPBDescription">Textures</div>EDIT: More, better textures down post.
I decided to have a try at my own art test to prove my worth as a texture artist to the NS2 team. My goal was to make a tiling floor texture that would be suitable for use in the game (although even if I pass, I don't want to use it because I know I can do better). I also have made a normal map.
I am adamant about getting this position because I've been a fan of natural selection for a long time now, so I'd like to get your guys crits+comments so I can work on improvement until the NS2 team has no choice but to give me a position <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So please, be brutally honest.
Thanks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://www.zombiesmash.com/ns1.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns2.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns3.jpg" border="0" class="linked-image" />
I decided to have a try at my own art test to prove my worth as a texture artist to the NS2 team. My goal was to make a tiling floor texture that would be suitable for use in the game (although even if I pass, I don't want to use it because I know I can do better). I also have made a normal map.
I am adamant about getting this position because I've been a fan of natural selection for a long time now, so I'd like to get your guys crits+comments so I can work on improvement until the NS2 team has no choice but to give me a position <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So please, be brutally honest.
Thanks <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://www.zombiesmash.com/ns1.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns2.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns3.jpg" border="0" class="linked-image" />
Comments
Do you have any Hammer experience? It would be nice to see how this texture reacts to red/blue/green/yellow light in Source.
<img src="http://www.zombiesmash.com/ns4.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns5.jpg" border="0" class="linked-image" />
I like <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'd say in NS it's best not to use tight square patterns on the floors because the Skulk view is very low and without good anti-aliasing it will just end up looking messy. But that's just a personal opinion.
my only concern is that it doesnt look like it would make a good floor texture, when spammed across an entire room. it looks like it would be more suited to being an occasional random air vent on a wall/ceiling, or maybe as a trapdoor that opens up in the floor.... but hey, thats just my inexperienced opinion. i'd need to see a screenshot of a room spammed with this stuff on the floor to really appreciate it.
***on a side note here, now that i mentioned it, how cool would it be to have trapdoors (maybe the best word for it is cellar door) in a FPS?!?***
the only thing that struck me as odd, was that you say you've been a long time fan of NS, yet this is your first post?!? to be a part of the NS team you will have to prove your worth with many different textures, using various styles, all of excellent quality. i wish you the best of luck.
start pumping out heaps of good quality textures, convince us (and obviously the developers) you're worth you're weight in gold!
<img src="http://www.zombiesmash.com/ns6.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns7.jpg" border="0" class="linked-image" />
I'm a bit iffy about the metal in the NS world. Is it galvanized, dark, light, shiney, or what? Its hard to tell because the Half Life engine didn't support any of the neat texture tricks that the source engine does.
What do you guys think?
<img src="http://www.zombiesmash.com/ns8.jpg" border="0" class="linked-image" />
<img src="http://www.zombiesmash.com/ns9.jpg" border="0" class="linked-image" />
Frontiersmen kill aliens like all space marines do, they are no cleaning company <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
OK skin texture, definetly a roof panel at best for me (the light manipulations were nice though, source does that well)
here is a link to an article describing the issue with displacement textures. i have downloaded the other shaders and had no luck getting them to look good either, so i think bump textures is going to be the key, we just have to find the right values and get the textures looking good.
<a href="http://developer.valvesoftware.com/wiki/Parallax_mapping" target="_blank">http://developer.valvesoftware.com/wiki/Parallax_mapping</a>