Couple of new wall textures
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Re: Couple of new wall textures
Posted by Gollum on Sat Sep 13th at 2:32pm 2003


As before, the bottom 16 pixels are ignored in-game.

*EDIT* 100 posts! *EDIT*





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Re: Couple of new wall textures
Posted by ReNo on Sat Sep 13th at 2:54pm 2003


I really like the top one, but I'm not so keen on the second. Not too sure why that is, but I think its something to do with the colour seeming out of place, and the stone border section on the bottom third of it looking a little too bulky.

Your base concrete stuff is lovely however.

And this is why we need a 2D art forum, lately there has been loads of it posted.

[addsig]




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Re: Couple of new wall textures
Posted by Gollum on Sat Sep 13th at 3:00pm 2003


The base "concrete" is from a modified photo of eucalyptus bark



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Re: Couple of new wall textures
Posted by ReNo on Sat Sep 13th at 3:18pm 2003


LOL, that is a creative use of a base image, its come out really well [addsig]



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Re: Couple of new wall textures
Posted by GrimlocK on Sat Sep 13th at 3:23pm 2003


Modified picture aye, cool.   The concrete looks great.

The only thing that looks odd to me is that the edges are chiseled pretty hard.   As for the colors you used in the second image I remember what your main color theme is so it makes sence.   Personally I would fade them some and make the over all theme dull, or seem worn, thats just my taste though, your choices work well too though.

So why are the bottom 16 pixels ignored?   Must be a different technique huh.





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Re: Couple of new wall textures
Posted by Dr Brasso on Sat Sep 13th at 3:27pm 2003


i think they look pretty good gollum....the only thing id do other than what has been mentioned already is on the first one....the flaws are repeated within the same texture, so when it tiles, itll stand out heavily....IMHO

very nice work sir...i didnt realize we had this many texture artists hanging out around here....

Dr Brasso..

[addsig]




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Re: Couple of new wall textures
Posted by Gollum on Sat Sep 13th at 3:55pm 2003


I know what you mean about the colours; I'm probably not going to attempt to age it, but I might dull them a bit - otherwise the yellow and blue might stand out, even in my texture set.

? posted by GrimlocK

So why are the bottom 16 pixels ignored?   Must be a different technique huh.

The game splits polygons at every 240 texture-pixels, so a 256*256 wall texture will get split into 4 separate polygons.  This is okay for the horizontal direction, since it tiles horizontally anyway, but it's a real waste for the vertical.  You end up with an extra polygon just for the bottom 16 texture-pixels.

To avoid this, you can take a 256*240 texture and scale it up to cover the wall (well, up from 50% to about 54% in my case).

The problem then is that any textures that are not multiples of 16 are sampled down by the game, making them look rubbish.

The solution is to make a 256*240 texture and add an extra bit onto it





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Re: Couple of new wall textures
Posted by GrimlocK on Sat Sep 13th at 4:24pm 2003


Thats a pretty interesting technique.



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Re: Couple of new wall textures
Posted by Cassius on Sat Sep 13th at 5:02pm 2003


The bases look good, the structure is WAY off. Any kind of material that looks so weathered would not have such 'clean' edges and cuts in it unless it were literally painted onto the wall.





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Re: Couple of new wall textures
Posted by Failsafe on Sat Sep 13th at 5:11pm 2003


UGLY!! UGLY!!! THIER UGLY!!!

oh wait a minute, whos been messing with my computer?! its in x-ray mode...one second i be right back...

EDIT: textures are good, but cassius is right

[addsig]




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Re: Couple of new wall textures
Posted by KoRnFlakes on Sat Sep 13th at 5:31pm 2003


the bevelling is too blatant white/black & the architecture needs cracks [addsig]



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Re: Couple of new wall textures
Posted by Gollum on Sat Sep 13th at 6:00pm 2003


Thanks for the comments guys, I may adjust the textures later




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