Tempust85 Posted March 28, 2017 Posted March 28, 2017 07yun & 08escape88 texture re-creations. https://www.dropbox.com/s/q3lbuc8ytmhgtf5/07yun%20Original%20Textures.zip?dl=0 Contains all textures that need to be replaced for this level. I've already resized them to what I need, so please keep to the sizes.
AshuraDX Posted March 28, 2017 Posted March 28, 2017 Do you have the original Textures from Df2 for these? those are allready reproductions done by someone else, none pbr ofc but still not the original material, which I'd prefer to work from. Tempust85 likes this
Tempust85 Posted March 29, 2017 Author Posted March 29, 2017 Updated. A few I've had to edit to reflect what I want.
AshuraDX Posted March 31, 2017 Posted March 31, 2017 about the indoor "stone" floor textures:There's some sort of directional grain visible - are you sure it was not intened to resemble wood?
AshuraDX Posted March 31, 2017 Posted March 31, 2017 my work has begun. minilogoguy18 and Ramikad like this
Tempust85 Posted March 31, 2017 Author Posted March 31, 2017 Hm well it could be. Seeing as everything else is stone, I figured it was stone. If it's wood, then all "gold" textures need to match it. Is there a default cube or plane mesh for substance painter?
AshuraDX Posted April 1, 2017 Posted April 1, 2017 Hm well it could be. Seeing as everything else is stone, I figured it was stone. If it's wood, then all "gold" textures need to match it. Is there a default cube or plane mesh for substance painter?nope - I'm using substance designer here anyway.You can use these here: https://www.dropbox.com/s/5wmg3ifot8lmu7p/Meshes.zip?dl=0simple, relatively dense, meshes I made for previews with tesselation enabled
AshuraDX Posted April 1, 2017 Posted April 1, 2017 Also: I notived that I'm missing some textures from looking at screenshots of the original Df2 level
Tempust85 Posted April 1, 2017 Author Posted April 1, 2017 I've given you every texture I'm using atm. I'm not going for a 1:1 level recreation. The video scenes and the levels are fairly different from each other for some reason, and I'm opting to use the videos as the primary reference. Plus, most of the textures are just slapped on in odd places.
AshuraDX Posted April 1, 2017 Posted April 1, 2017 well diversity really makes an environment popanyway - can oyu get me a link to the map? so I can have a look
Tempust85 Posted April 2, 2017 Author Posted April 2, 2017 Updated the first post with more textures. One or two textures have been edited, so please check that your copy matches. @@AshuraDX I'm still in the process of lighting the map, almost done though. When it's ready, I'll add it to the mod for download there.
AshuraDX Posted April 2, 2017 Posted April 2, 2017 @@DT85 I saw you added a "assigned to" line to those textures. Leave the full set to me. I'm building master materials or every Material seen here that react to different height inputs and masks to create the variations. This will allow for a very consistent look.I'd also redo that door you have been worknig on if you don't mind. minilogoguy18 likes this
AshuraDX Posted April 2, 2017 Posted April 2, 2017 Shameless Double Post!I think I got something decent heresame texture tiled:and the same Material with a different Randomseed - behold the power of procedural Materials EDIT: It does seem a bit waxy, may have to adjust the roughness slightlyEDIT2: can someone take a look at this thing ingame? https://www.dropbox.com/s/wgfoezr3qzg262l/Bricks.zip?dl=0 minilogoguy18 and Archangel35757 like this
Tempust85 Posted April 2, 2017 Author Posted April 2, 2017 Reminds me of a brick wall, instead of a stone wall tbh. About the door, I'm wanting to keep that as my project. EDIT:
Archangel35757 Posted April 3, 2017 Posted April 3, 2017 Reminds me of a brick wall, instead of a stone wall tbh. About the door, I'm wanting to keep that as my project. EDIT: Are you thinking something more along this line (red granite):
Tempust85 Posted April 3, 2017 Author Posted April 3, 2017 Just need more of a flat surface for the bricks.
Archangel35757 Posted April 3, 2017 Posted April 3, 2017 @@DT85, you mean stone tiles, rather than bricks, right?
AshuraDX Posted April 3, 2017 Posted April 3, 2017 Can do that, allthough it'll probably look a little boring. Gotta rethink my surface details. EDIT: just took a look at your Screenshot. That map needs better lighting. Tempust85 likes this
AshuraDX Posted April 3, 2017 Posted April 3, 2017 Better?I think I'll tone down the cracks a littleEDIT:Hope you like this better @@DT85 Tempust85 likes this
Tempust85 Posted April 4, 2017 Author Posted April 4, 2017 Looks much better, though I do prefer the grout from the first pic.
AshuraDX Posted April 4, 2017 Posted April 4, 2017 @@DT85 From the First "flat" version I showed? In that case it's just a slight AO Adjustment. Something I'd rather not do based at what it looks like in the OpenGl Renderer in Substance -The Preview pics so far have been rendered with Iray. I'll post new pics later.
Tempust85 Posted April 5, 2017 Author Posted April 5, 2017 Yeah, the first pic in your last post. Btw, I've added 07yun_gl2.pk3 to the dropbox folder so you can test out the textures as you go. It contains the map, map source & all original textures re-sized so you can simply drop in the new ones. Just be sure they are the exact same size as the original ones in the pk3. Most of the map is finished, just a few things here and there that I'm still working on. Lighting is to be considered "done" or just about. https://www.dropbox.com/sh/elc4sou0le1m151/AABI9NrTYMeQoDzbIBYfynJwa?dl=0 P.S I've been naming my "specular" textures <texturename>_RMO.tga R = roughnessM = metalnessO = occlusion Better than just spec yeah? minilogoguy18, Archangel35757, SomaZ and 1 other like this
SomaZ Posted April 5, 2017 Posted April 5, 2017 Perfect, had the same idea some time ago. Tempust85 likes this
SomaZ Posted April 5, 2017 Posted April 5, 2017 Hey @@DT85 I can't load the map. I get some errors that the map objects are missing. (e.g. models/map_objects/07yun/tube_entrance.md3) Edit: Does the q3map2 compile create lightmaps for misc_model_static's? Edit2: Sorry DT to tell you this, but you propably need to remake the lighting at some point. Next thing I want to write is global illumination. Those fill lights wont be needed anymore then. Also these fill lights will fuck up deluxe mapping. Archangel35757 likes this
Tempust85 Posted April 5, 2017 Author Posted April 5, 2017 Oh whoops I forgot the models lol. I'll update the pk3 later today. You can make them cast and receive shadow, that's all I know. I tried misc_model but couldn't get normal and spec to work with it, it just didn't work no matter what I tried in the shader. That's ok, I'm only redoing this small level until lighting is all sorted code-wise. SomaZ likes this
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