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Nar Shadda Texture Re-creation


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Posted

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. :P

 

Posted

You should not be intimidated by me :P, i'll give you feedback and tips. Just try it.

I meant that I'd never compare by a longshot. :P But alright. If I have time, I'll get to it.
  • 1 year later...
  • 1 year later...
Posted

@ 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:

minitut_metal.jpg

minilogoguy18 and swegmaster like this
  • 9 months later...
Posted

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.

Posted

Allright.
Did a first draft of the texture @@Psyk0Sith recreated before
LnvwySQl.jpg

I interpreted the drips on the surface as grease, could be rust though - I might change that and see what it looks like with rust

EDIT:

This needs a bit of tweaking but ... where will you be when explosive diarrhea strikes?!
FwpMRIbl.jpg

Tempust85, SomaZ, minilogoguy18 and 1 other like this
Posted

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.

Posted

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

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