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Author   Topic : "Textures..."
zpawn
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PostPosted: Fri Apr 06, 2001 12:11 pm     Reply with quote
Hiya,

I would like some opinions on these. They are "Castle World" textures to be used in a game.

The bricks were only 2x2 first, but I changed it to 8x8 bricks, just copied the 4 first three times, hence the repetition in places... though I've removed some repetitive spots in the carpet textures.

May take some time to load...



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Dthind
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PostPosted: Fri Apr 06, 2001 1:36 pm     Reply with quote
I am no expert.

I like the look. A couple of questions. Are the tiles tight together, or is there a different grout that goes inbetween them. The tiles with corners 'missing' what would be used to fill the black space, or would it be just black space.

Just curious. But they look like real stone.

[This message has been edited by Dthind (edited April 06, 2001).]
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Jezebel
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PostPosted: Fri Apr 06, 2001 3:13 pm     Reply with quote
One big problem I notice is that these bricks aren't really shaped like bricks. They are shaped more like tiles. Bricks tend to stagger in the way they are laid out. Hope this helps

[edit: Another thing I thought I would point out is that bricks are held together with cement or some other substance. It wouldn't be pitch black between the bricks. There needs to be something holding them together.]
Beth

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[This message has been edited by Jezebel (edited April 06, 2001).]
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Frost
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PostPosted: Fri Apr 06, 2001 4:16 pm     Reply with quote
I think the spacing between the tiles is too dark, and might cause some aliasing effects (even with trilinear filtering). "Can YOU say 'anisotropic'?" - Mr.Rogers.

They're cool though..

Oh, and get rid of that white portions in the lower-right of each tile... that's gonna look pretty annoying when repeated lots...
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Totally
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PostPosted: Fri Apr 06, 2001 8:47 pm     Reply with quote
i agree with everything everyone else has said so far.

another thing to look out for is repetition. I know you already noticed this problem and slightly modified the bricks so that the texture is different, but now you have 4 green-toned tiles that are all uniformly placed... scattering those around will make it appear less unfiorm and will be less noticable when the texture is repeated.

And yes, same goes for the white corner.. get rid of that. I'm guessing then the original 4 bricks were modified versions of a single brick.. which just so happened to have a white corner.

When creating textures, one of the most important things is to make sure there are no sore spots in the texture that look very obviously repeated (a dark spot on a grass texture is going to cause a line of dark dots for as far as the grass tiles..)... you want to create the illusion that there is no tiling texture, but instead a whole room of bricks... the pattern shouldnt be noticable unless somebody actually takes the time to examine the tiled texture).

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[This message has been edited by Totally (edited April 06, 2001).]
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-- Transcendent --
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PostPosted: Fri Apr 06, 2001 9:02 pm     Reply with quote
I would suggest removing the white corner altogether - unless the game you work on allows you to use larger maps.
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zpawn
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PostPosted: Sat Apr 07, 2001 1:02 am     Reply with quote
Thanks for the replies all...

Dthind - There's no grout or such, yet. But I've kept it in mind, so I guess I should think serious about adding something inbetween.

Jezebel - See your point, just me who call them bricks

Frost - I have thought about the white parts, but the others (working on the game) haven't seemed to be bothered. Haven't been able to test the textures yet.

Totally - I will keep that in mind, and randomize the greens a little more. The original four were originally painted with airbrush, and didn't "happend" to have a white corner, I just added the white corners with lightning direction in mind. Although, textures have a more, how do you say, 'monotone' lightning.

-- Transcendent -- - Yep, white corners off

The dakish inbetween is just because I wanted some really deep stones. But I guess some grout wouldn't bee to bad...
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