Jump to content

Dark Palace Texture Re-creation


Recommended Posts

Posted

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
Posted

about the indoor "stone" floor textures:
There's some sort of directional grain visible - are you sure it was not intened to resemble wood?

Posted

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?

Posted

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=0

simple, relatively dense, meshes I made for previews with tesselation enabled

Posted

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.

Posted

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.

Posted

@@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
Posted

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:

 

11havys.png

Posted

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:

 

11havys.png

 

Are you thinking something more along this line (red granite):

 

depositphotos_1989284-stock-photo-red-st

Posted

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
Posted

@@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.

Posted

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 = roughness

M = metalness

O = occlusion

 

Better than just spec yeah?

Posted

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
Posted

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...