Renzatic on 24/10/2009 at 16:38
Alright, I'm uploading them now. These are 8 of my better textures from the MBS in clean, lossless TGA. As an added bonus, I've thrown in all my displacements. Something I should've done to begin with, but didn't want to screw up Judith's website formatting at the time.
Clearing, Beleg, Judith. If you want them, just send me a PM and I'll send you the link. Normally I'd go ahead and post everything up for everyone, but since I've got a 10 downloads only limit on Rapidshare, I want to get them to the the people who can host them first.
edit: added another layer into the mix. Figured I could include my original bumpmaps when I could find them. These are the base textures that, from some form of screwing around with, overlaying, poking and prodding, I got my normalmaps from. They've got the _b extension, and the displacements get the _h.
Renzatic on 25/10/2009 at 04:56
I got jealous of all the TDM guys having fun making stuff while all I've done is sit on my ass these last few. So about 3 days ago, I fired up Modo and Photoshop and started to make some textures.
I figured it'd be cool to revisit an old theme I worked on way back in the day. It was supposed to be a decrepit old house, rotting in the swamp and taken over by vegetation. Considering I sucked ass back then and could barely make textures, I didn't come close to what I had in mind and ended up with something else entirely. Figured it was time to try my hand at it again, and these are the first 3 and a half textures I've got for it.
(
http://users.chartertn.net/greymatt/prev_wall.jpg) Plaster wall texture
(
http://users.chartertn.net/greymatt/prev_floor.jpg) Warped wooden floor
(
http://users.chartertn.net/greymatt/prev_trim.jpg) Wooden trim. Yeah, I cheated like hell on this one.
(
http://users.chartertn.net/greymatt/prev_design.jpg) Funky woodwork design. This one isn't good as a standalone texture. I'm probably gonna slap it on some post or something later.
Beyond maybe some touchup work, I'd consider the first three about finished. If anyone wants them, I'll find a way to send them your way.
And lets see if I can finish something I start for once. :P
Renzatic on 26/10/2009 at 17:03
Very nice. Appreciate it, Clearing.
massimilianogoi on 26/10/2009 at 18:58
The bricks ones are amazing. How did you get them? Photography or drawing?
Renzatic on 26/10/2009 at 20:05
The little bricks? It was mostly based off a photo. I got the bricks to pop up in the normal like that by coloring a few in with various round grey brushes on another layer and overlaying it.
And if you're reading this, Beleg. Yeah, I could've had them sharp edged if I wanted to. :P
Beleg Cúthalion on 26/10/2009 at 21:22
Could I please have at least one sharp-edged normal map to see what it looks like in game? :p Maybe Flesh ruins it, but...don't you still have that black-lilac natural brick texture where we had the first discussion about it?
Renzatic on 27/10/2009 at 02:38
Here, (
http://rapidshare.com/files/298418885/ornam.rar.html) try this. If you've got complaints about this...well...then there ain't no pleasing you. :P
And hey, if you've got the time, show me what it looks like inside the game. I don't have either Doom 3 or TDS installed at the moment, so all I can do is check my stuff out in Modo and Crazybump. I'd like to see what it looks like against some complicated lighting.
Melan on 27/10/2009 at 07:55
I hope I'm not bothering you if I ask a normalmapping-related question here. :) I am trying to turn a set of images into textures, and using GIMP's normalmap plugin to generate the normalmaps (this is for TDM, but I suppose the principles are approximately the same in T3). The problem is, if I use low settings, the map is very indefinite and produces flat-looking textures, while if I turn it up, a lot of surface discolouration gets converted into height differences, making for messy visuals. How can I do it right?
Renzatic on 27/10/2009 at 08:49
It really depends on what details you want to bring out. Like is it a basic flatish texture, and you want to bring out some detail, or some crazy texture with lots of features that need to stand out from others?
Okay, this is the really digest basic workflow version here. You're gonna eventually have to ask more specific questions (which I'll be more than happy to answer if I can), but this'll give you an idea of how to start things off.
For the basic ones, I usually make a greyscale image in Photoshop, play with my selective colors, brightness and contrast, controlled gaussian blurs, paint certain areas of the texture to brighten/darken them up, all that good stuff. Once I'm done there, I'll run it through the Photoshop normalmap plugin and do some overlays and blurs with the results ((
http://www.cgtextures.com/) good tutorial on that here). Play around with it a bit, do some detail overlays with different normals, and eventually you might have something you like.
For more complicated textures, I find it best to make a simple model in a 3D editor, render that out to a normalmap, then add overlays for the details. It doesn't have to be a super fine, million+ polygon model per se, you just want to get your basic shapes in. Once you're done there, learn how to use (
http://www.modwiki.net/wiki/RenderbumpFlat_(console_command)) Renderbump Flat from the Doom 3 console, and convert your models to a nice normal.
And...well...yup. That's about the quick and dirty of it right there. Basically, you'll never be able to get a good normal from a single pass with the GIMP/Nvidia Photoshop plugins. Not unless you have a damn good bumpmap painted or rendered from elsewhere to run through it. The best thing to do right now is to start with simpler textures, like evenly spaced bricks or something similar, and try out some of the techniques above. Once you get good at those, you can move on to more complicated stuff.
Also, it wouldn't hurt to post up a example of one of the textures you want to normal up. I can offer you a few more suggestions if I see what you're trying to do.