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Old 03-06-2009, 02:50 PM   #21 (permalink)
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Originally Posted by Corentin3D View Post
Nice texturing.

But i think that you could of advantage to itemize texture by putting par you ends which fact.
Yeah, I don't know what you mean...
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Old 04-06-2009, 06:51 PM   #22 (permalink)
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Basic rock textures in place! I feel pretty good about this so far. They could use a little touch up but I am pretty happy with throwing a base texture into unreal and having it look like this. I need to make the rocks look a bit shiny, like they are damp, but that will come soon. I think I also need to do a bit more work on the normal maps too. What do you guys think? What could I do to make the texture and rocks look better?

Texturing is proving to be difficult, it is hard for me to add detail to some meshes and come up with base textures for them from scratch. I have been looking up tutorials and doing research and I feel that the rocks are my first texturing triumph, after several previous failures.





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Old 06-06-2009, 01:17 AM   #23 (permalink)
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I think the rocks look great. Especially up close and I think the wet look from a new Spec would really sell them. Normal maps look solid. Are you planning on LoDing the textures for level optimizing?
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Old 06-06-2009, 08:00 AM   #24 (permalink)
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Yep there will be some optimizations once I finish the level. Thanks for the feedback.

Edit: Download the latest version here.
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Old 06-06-2009, 11:47 PM   #25 (permalink)
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Nice work so far on the rocks. You should add specular maps to get the normal map show proper details. the rocks could have moss at the base to give them more organic look. Did you use tiling texture for the rocks? Are they BSP mesh?
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Old 07-06-2009, 12:40 PM   #26 (permalink)
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Nice work so far on the rocks. You should add specular maps to get the normal map show proper details. the rocks could have moss at the base to give them more organic look. Did you use tiling texture for the rocks? Are they BSP mesh?
Thank you.


This is what they look like currently. I agree, I need to push the normal and spec a lot more. They look damp, not wet. The mesh does most of the work when it comes to form and silhouette. A more intense normal would help that. Yes, I have thought about adding moss to the base or some kind of gradient for where the rocks meet the ground. I have considered what kind of vegetation there should be in a cave like this. Small plants? Ferns, not sure yet, but it needs something more than just rocks.

The rocks will get individual materials to further break up the rock texture monotony in some areas. They are all static meshes.

Thanks again for the comments.
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Old 08-06-2009, 08:49 AM   #27 (permalink)
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I've got to admit your rock texture surprised me, from the type of blue lighting I was expecting a ice cavern. I think by adding some ice/snow it would bring more attention to the playing area's with its warm colours.
Perhaps if you have time add some icicles or ice crystals for that extra detail. I like the way this is going.
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Old 08-06-2009, 09:50 AM   #28 (permalink)
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I've got to admit your rock texture surprised me, from the type of blue lighting I was expecting a ice cavern. I think by adding some ice/snow it would bring more attention to the playing area's with its warm colours.
Perhaps if you have time add some icicles or ice crystals for that extra detail. I like the way this is going.
Moss and iridescent fungus and some more stalactites are the direction I will be taking this. The Ice could be really cool. In fact I am looking at the map right and contemplating how it would look as an ice cave...

The would push the atmosphere even more, your right about that, but I think that would be too drastic of a change from what it is now. Maybe in a later version, or my next map.

Thanks, that is something I will definitely keep in mind as I haven't seen many poeple do that.
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Old 08-06-2009, 09:55 AM   #29 (permalink)
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Maybe in a later version, or my next map.

Thanks, that is something I will definitely keep in mind as I haven't seen many poeple do that.
Cool, I didn't expect you to make such a drastic change, a bit late in the game to do so.
That's if I don't beat you to it ;D.
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Old 08-06-2009, 03:18 PM   #30 (permalink)
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uh, oh! sounds like you have something in the works...

Nice site and nice work btw.
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