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#271 (permalink) |
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Senior Member
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It's been a while.. and I'm still working on the same texture set.. Now I've again modelled them. So far I just have 2 modelled ones, and some drawing tests. I intend to do some couple shapes (some walls, floors and ceilings) now and continue adding more later when I need something.
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#274 (permalink) |
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Senior Member
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It's been a while.. and here's some more metal stuff... but now in a different engine.. I made them from 3d models, then combined the renders together in paint shop pro. Thought this would make it easier & faster to add all kinds of details in to the textures. These are still quite wip.. not sure yet how I should do them.. the engine does not have normal mapping (hoping it someday will have), should they have some directional shading in them or just some ambient light? I've thought of drawing some brighter or darker lines to the edges of the shapes to enhance them, maybe then they won't need so much directional shading. Now I just used desaturated normal maps to give some directional shading in the textures.
![]() and the blocks in the ceiling are just lamp place holders... |
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#275 (permalink) |
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Senior Member
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For that last screen shot are you using specular maps or is it just diffuse? If its just a diffuse you should be painting in some highlights on the edges to bring the depth out.
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| The Following User Says Thank You to snake85027 For This Useful Post: |
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#276 (permalink) |
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Senior Member
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Oh, yea, it's just diffuse, the engine doesn't support specular either. Currently the engine only supports diffuse, detail and shiny(with mask) textures. The shiny textures can give some fake reflection effect.
Well, I guess I'll draw the edge enhancements in them tonight. |
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#277 (permalink) |
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Senior Member
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Gah, maybe this now 5th time I've wanted to redo the texture. Now I better be satisfied with what I create. Well, actually I've thought of using some of those earlier ones too, like the walls on the screenshot on the top of this page. The X-Grate I want to use too.
![]() The shapes in the image are: ceiling, roof wall, hexagon floor floor tile 01, floor tile 02 Also I've been working on some non-personal project Doom map. It's for some Plutonia Revisited project. I call my map Spidernest, as it's going to feature lots of arachnotrons and spidermasterminds. Overview of the whole map The entrypoint Spiders are waiting Cages |
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#278 (permalink) |
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Senior Member
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Made some more these. I think I have enough floors now. I still need few more walls and ceilings and I think they're done then. I try to have some kind of limit on how many shapes I do for one material, something 20 - 30 max. I also try to have each of them unique, so they're not just differently scaled variations of one, but I guess there will be some of those too.
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#279 (permalink) |
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Administrator
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Good stuff Jimi!
Looks like you are almost finished. Cheers
__________________
Tutorials on Youtube. Portfolio. Game-Artist on Linkedin Getting started for free. |
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| The Following User Says Thank You to kanga For This Useful Post: |
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