Tempust85 Posted February 19, 2014 Posted February 19, 2014 01nar & 02nar texture re-creations. Will be posting textures soon. Circa likes this
Tempust85 Posted February 19, 2014 Author Posted February 19, 2014 Size: 256x256Material Type(s): Rusted metalUseage: Outdoor walkwayTileable: Yes Assigned To: AshuraDX
Circa Posted February 19, 2014 Posted February 19, 2014 I may help out with these, although that first one looks rather difficult. Maybe I'll take a stab at it. therfiles likes this
Psyk0Sith Posted February 19, 2014 Posted February 19, 2014 If no one takes it, i will, it should only take a few minutes to complete.
Circa Posted February 19, 2014 Posted February 19, 2014 If no one takes it, i will, it should only take a few minutes to complete.I'll never compete with you. If it will take you a few minutes, go for it.
Psyk0Sith Posted February 19, 2014 Posted February 19, 2014 You should not be intimidated by me , i'll give you feedback and tips. Just try it.
Circa Posted February 19, 2014 Posted February 19, 2014 You should not be intimidated by me , i'll give you feedback and tips. Just try it.I meant that I'd never compare by a longshot. But alright. If I have time, I'll get to it.
Psyk0Sith Posted February 25, 2014 Posted February 25, 2014 @@DT85 here's my version. GPChannel, hhunter6, Numfast and 6 others like this
Tempust85 Posted March 31, 2015 Author Posted March 31, 2015 @@AshuraDX Here's the request thread. Just keep a watch on this thread for any requests.
swegmaster Posted May 28, 2016 Posted May 28, 2016 @@Psyk0Sith, how did you recreate that texture, i'd like an example so that i could possibly convert the rest of the textures from the unfinished mots mod
Psyk0Sith Posted May 28, 2016 Posted May 28, 2016 @ I redid the whole thing from scratch, hand painted in photoshop. Break down the texture into 3 stages: First stage: shapes (in this case rectangles and circles), easy, that's the stage where you set proportions and the layout. Second stage: Forms, the most important part. The rectangles are not flat but beveled, so now they have depth, means they cast shadows and will also reflect light at the top. Since the light is coming from above, the top part of the details will be the lightest, starts getting darker as you reach the lower part. Once you have a convincing beveled ridge you can start adding subtle highlights to sharp angles, helps define the material as some type of metal. Third stage: Details, overlay dirt (you could use grime textures or custom grime brushes) where it would most likely accumulate, because of the beveled details it would make little sense to have the splashy dirt fill in the crevices so i simply masked them out so the overlay would not appear in the cracks.Texturing is a buildup process, not a one shot operation. Bonus: never ever use pure black when shading, especially if the object is not black in color. Pure white is ok to use but only at the sharpest highlights, if you start painting every highlights pure white it won't look like specularity anymore.Here's a breakdown similar to how i do it: swegmaster and minilogoguy18 like this
swegmaster Posted May 29, 2016 Posted May 29, 2016 alright, thank you, i don't think i could do it, but i know some others that can do it once they have the time
AshuraDX Posted March 18, 2017 Posted March 18, 2017 Bumping this since with the move to GL2 all textures need to be redone.Bundle currently used textures by map (including base JKA textures), zip them up and drop a link here. Tempust85 and minilogoguy18 like this
Tempust85 Posted March 18, 2017 Author Posted March 18, 2017 I'm finalizing a revamped 07yun, once done I'll upload the textures. It's the smallest level in the game, so I figured we should tackle it first. Archangel35757 likes this
AshuraDX Posted March 20, 2017 Posted March 20, 2017 Just give me the Textures and I'll recreate them for PBR
Tempust85 Posted March 20, 2017 Author Posted March 20, 2017 I'm still figuring out how the level should look. Did some work tonight, still a bit more to do. I'll try and get it done in the next day or so.
AshuraDX Posted March 20, 2017 Posted March 20, 2017 Allright.Did a first draft of the texture @@Psyk0Sith recreated beforeI interpreted the drips on the surface as grease, could be rust though - I might change that and see what it looks like with rustEDIT:This needs a bit of tweaking but ... where will you be when explosive diarrhea strikes?! minilogoguy18, SomaZ, Tempust85 and 1 other like this
AshuraDX Posted March 20, 2017 Posted March 20, 2017 @@minilogoguy18 I'm not yet hapy with how the rust turned out, gotta reduce the height value on that and maybe decrease the spread a little.I'd love to teach you guys some more about Substance Designer and Painter now that we can actually use them to their full potential. Archangel35757, minilogoguy18 and Tempust85 like this
minilogoguy18 Posted March 20, 2017 Posted March 20, 2017 Well I'll be downloading and installing a newer SP, I was still using the original beta lol. As far as SD goes I have version 4, it's a bit out dated now, should probably update.
Tempust85 Posted March 28, 2017 Author Posted March 28, 2017 @@AshuraDX Is the rusted metal walkway texture you re-created on page 1 ready for use?
AshuraDX Posted March 28, 2017 Posted March 28, 2017 it's a walkway? I thought it was a gate or door of sorts - that means i'll have to change a few things.It'd be great if you could provide a ingame screenshot or describtion of how the texture is going to be used, as that changes the Environmental conditions it's set out to. A floor recieves a different knid of wear and dirt than a ceiling. Thick Rust like this would not accumulate on a frequently used walkway. Tempust85 likes this
Tempust85 Posted March 29, 2017 Author Posted March 29, 2017 Size: 256x256Material Type(s): Rusted metalUseage: Outdoor walkwayTileable: Yes
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