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Author   Topic : "texture work"
Gix
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Joined: 01 Oct 2001
Posts: 13
Location: Illinois Valley

PostPosted: Thu Oct 11, 2001 6:48 pm     Reply with quote
I saw a few game design threads, so I think it should be okay to post these here. I working on some textures for a q3a map that I'm doing for fun. These textures are far from finished, I just can't get that profesional look to them yet. I use photoshop 6 for the textures.


The marble textures I want to split it up into floor tiles, and I want it to "tile" right in game. The wood texture just looks fake, could use some suggestions.
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Sumaleth
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Joined: 30 Oct 1999
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Location: Australia

PostPosted: Fri Oct 12, 2001 5:34 am     Reply with quote
(Moved to WIP)
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Keto
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Joined: 28 Jan 2001
Posts: 67
Location: Agoura, CA

PostPosted: Fri Oct 12, 2001 5:36 pm     Reply with quote
i like the mabrle , but i agree it does seem a bit to contraty. about the woodm i think it has too much saturation, real wood rarely looks like that, and also because of such a high saturation of color grain detail is lost, maybe you could add some knots in the wood alwell?

just my 2 cents
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Anthony
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Joined: 13 Apr 2000
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Location: Winter Park, FLA

PostPosted: Fri Oct 12, 2001 7:43 pm     Reply with quote
You should think about getting more color variation in there! 3d always blands out textures a bit, so get some more colors in there.
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cyBeAr
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Joined: 10 Nov 2000
Posts: 42
Location: Stockholm, Sweden

PostPosted: Fri Oct 12, 2001 11:47 pm     Reply with quote
I think the marble texture has way too much contrast to work good in-game. Besides that one looks like a really nice marble.

The best way to know if it's good or not is of course to make a test map and see how the texture actually looks in the game, sometimes textures you think look really good in photoshop might not look very good in-game or ther other way around.
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Gix
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Joined: 01 Oct 2001
Posts: 13
Location: Illinois Valley

PostPosted: Sat Oct 13, 2001 4:22 am     Reply with quote
cool thanks for the tips, I'll post what I modify as soon as I get some time.
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faustgfx
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Joined: 15 Mar 2000
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Location: unfortunately, very near you.

PostPosted: Sat Oct 13, 2001 6:41 am     Reply with quote
"3d always blands out textures a bit"

wtf? you must live in a different world with different meaning for '3d' as i do. the only shit i see that "blands out" textures are old shitty 3d accelerators that can't handle the 24/32bit to 16bit downsampling and blending properly..
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Ben Barker
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Joined: 15 Sep 2000
Posts: 568
Location: Cincinnati, Ohier

PostPosted: Sat Oct 13, 2001 7:46 am     Reply with quote

You're getting there. You have a good base and they are way too dark and saturated. Remember that the Quake engine will darken your stuff a lot. I don't have Quake 3 installed, so I can't check it, but usually there is a lot of tweaking involved.
I just quickly threw in some different colors to provide some break from the red.

I scaled it up to 512x512, adjusted the saturation and the levels to brighten it up, and scribbled some different colors in there. Still pretty cartoony, probably needs more color variation. Here is the full size:


[edit] Faustgfx, most people play Q3 in "ultra-shit" mode too.

[ October 13, 2001: Message edited by: Ben Barker ]
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Gix
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Joined: 01 Oct 2001
Posts: 13
Location: Illinois Valley

PostPosted: Sat Oct 13, 2001 10:52 am     Reply with quote

I reduced the red color in the texture, and added more brown high lights and dark tones. played with the hue and the curves. Think its better?
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EviLToYLeT
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Joined: 09 Aug 2000
Posts: 1216
Location: CA, USA

PostPosted: Sat Oct 13, 2001 7:12 pm     Reply with quote
Definitely better, but still a bit blurry for textures. Follow Ben Barker's advice and do the texture much bigger and use like a 1 or 2 pixel brush to put in some long strokes. This will give a sharp grain wood texture to it when shrunk.

But, definitely better. Keep at it! =)
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