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Topic : "texture work" |
Gix junior member
Member # Joined: 01 Oct 2001 Posts: 13 Location: Illinois Valley
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Posted: Thu Oct 11, 2001 6:48 pm |
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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 Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Fri Oct 12, 2001 5:34 am |
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(Moved to WIP) |
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Keto member
Member # Joined: 28 Jan 2001 Posts: 67 Location: Agoura, CA
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Posted: Fri Oct 12, 2001 5:36 pm |
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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 member
Member # Joined: 13 Apr 2000 Posts: 1577 Location: Winter Park, FLA
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Posted: Fri Oct 12, 2001 7:43 pm |
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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 junior member
Member # Joined: 10 Nov 2000 Posts: 42 Location: Stockholm, Sweden
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Posted: Fri Oct 12, 2001 11:47 pm |
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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 junior member
Member # Joined: 01 Oct 2001 Posts: 13 Location: Illinois Valley
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Posted: Sat Oct 13, 2001 4:22 am |
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cool thanks for the tips, I'll post what I modify as soon as I get some time. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sat Oct 13, 2001 6:41 am |
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"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 member
Member # Joined: 15 Sep 2000 Posts: 568 Location: Cincinnati, Ohier
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Posted: Sat Oct 13, 2001 7:46 am |
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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 junior member
Member # Joined: 01 Oct 2001 Posts: 13 Location: Illinois Valley
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Posted: Sat Oct 13, 2001 10:52 am |
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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 member
Member # Joined: 09 Aug 2000 Posts: 1216 Location: CA, USA
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Posted: Sat Oct 13, 2001 7:12 pm |
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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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