Warsow_Attack_Ship_Development
Thought we could start a development thread to throw ideas
around.
here are 1024x1024 versions of my first texture in development based on that trim that worked well before:

diffuse

normal

ambient occlusion
maybe could use more detail in the vents?
here are 1024x1024 versions of my first texture in development based on that trim that worked well before:

diffuse

normal

ambient occlusion
maybe could use more detail in the vents?
Hey, I thought you had gone and died or something, nice to have you
back :)
I would say theres a bit too much grunge and scratches, more simplistic textures look so much better in Warsow. I'd love if your panels had a bit of Minos style:
http://www.thiagoklafke.com/dm_zest.html
I would say theres a bit too much grunge and scratches, more simplistic textures look so much better in Warsow. I'd love if your panels had a bit of Minos style:
http://www.thiagoklafke.com/dm_zest.html
Why discourage him from making something different from the usual
Warsow look? I'd love to see something grungy, the standard stuff
is boring to me.
Looks like this could be a decent compromise. Don't want to see
ugly quake-grunge, but this isn't like that.
I'm down for whatever look you want. I started game design under
Philip Klevestav's wing so my style tends to lean towards his and
yeah, I'm honestly sick of quake-style anything [even though I've
been playing Q III a lot lately] but that's what this thread is
for. Let's mold it into something everyone agrees with. I can tone
down the scratches.
I'm very familiar with thiagos' work, and I think his style totally fits the look you have in mind. I'll tweak it a bit and come up with a couple trims.
On that note, what are the final dimensions you want textures in?
I'm very familiar with thiagos' work, and I think his style totally fits the look you have in mind. I'll tweak it a bit and come up with a couple trims.
On that note, what are the final dimensions you want textures in?
I like the way you think. I hate to lose so much info scaling down.
Since everyone on the team has been requesting low res sizes, I've
been creating them at higher resolutions and scaling down to save
as much pixel info as possible. I'm working on a second texture
right now. Screens coming up soon
byce wrote:
Why discourage him from making something different from the usual Warsow look? I'd love to see something grungy, the standard stuff is boring to me.
I don't mean to be discouraging at all. But too much grunge also affects how well textures repeat. I made a simple scene to see how they worked ingame, and I really like the four ones I used in this one:
They could be really useful.
This should appease the mappers. I got a request to make some new
textures based on a trim that I made a while back. I apologize that
my older textures were somewhat lame. I'm still learning and
practicing and at the same time, I want everyone I work with to
take me seriously.
I've had a lot of rum tonight so I apologize for rambling, here is the basic wall texture made from the trim. Tried to keep the wear and tear to a minimum while retaining some realism:

Diffuse

Normal [I realize now the importance of creating these from the more basic geometry to keep them clean]
I've had a lot of rum tonight so I apologize for rambling, here is the basic wall texture made from the trim. Tried to keep the wear and tear to a minimum while retaining some realism:

Diffuse

Normal [I realize now the importance of creating these from the more basic geometry to keep them clean]
homart wrote:
these textures + good lighting == great map !
this
Since everyone on the team has been requesting low res sizes
dafuq why?
every single gfx card made in the last 8 years support this size of textures
and ppl without a gfx card -- get ur ass of and buy 1, wsw is a GAME not a fucking xml document
tho they still can use r_picmip over9000 to die with eyecancer
(updated 2012-08-21 12:22:42)
Can you give me your psd? i would like to know how to create
texture from scratch ^^.What do you use for normal map baking?
What brush do you use for scratched metal or little details?
(updated 2012-08-21 13:27:09)
What brush do you use for scratched metal or little details?
(updated 2012-08-21 13:27:09)
dafuq why?
Because majority of our players don't have gfx cards with 1GB or more memory... and no, half gigs is not enough, pretty much every map eats that with current texture sets alone (without picmip).

These are the brushes I use. The first panel are custom brushes I made which I usually use to overlay textures with a few brush clicks, and use and eraser with the same brush setting to erase away what I don't need. Usually gives me a good effect.
The bottom panel are brushes that came with Photoshop CS5 and I use the fine tip for detail work and the dot clusters for scratches and marks. Again brush the general area and erase away undesired sections.
You should be able to download my psd from here.
I divided the groups up by basic color blockout, marks and variations, adjustment layers, and what I call "legacy" which is a layer group backup of most or all of the layers used in the document just in case I need them.
Now for my normal maps, I use an old plugin that I don't think is available anymore, because it's been updated and moved here.
There's always the nvidia plugin and xnormal.
Also I wanted to throw this out there, the guys from Unvanquished asked me to tell you guys that they're looking for programmers. We could use all the help we can get because I'm trying to implement modular set design in their engine and we need to see if that's a possibility sometime in the future.
Ty really interessting, i wonder what's best for texturing
photoshop or corel painter?
homart wrote:
Ty really interessting, i wonder what's best for texturing photoshop or corel painter?
Probably photoshop as it allows for many more raster manipulation techniques. Though you many not always want to limit yourself to one tool. I bet making a oil paint look texture set would look amazing in warsow.
homart give texture making a go, it is really fun, I learned pretty
fast over a few days of extensive tutorial watching.
How To Hand Paint Convincing Metal Textures
PhilipK Materials
Hourences Texture Tricks
Texture Creation Using nDo2
How To Hand Paint Convincing Metal Textures
PhilipK Materials
Hourences Texture Tricks
Texture Creation Using nDo2
Oh ty kimza never saw that much texture tutorial :D
this one is great too 4hard painting
(updated 2012-12-25 11:59:18)
this one is great too 4hard painting
(updated 2012-12-25 11:59:18)
It's always a good idea to learn other applications, and Paint Tool
SAI is good for tablet-input painting techniques for a more
traditional look.
Kimza wrote:
Hey, I thought you had gone and died or something, nice to have you back :)
I would say theres a bit too much grunge and scratches, more simplistic textures look so much better in Warsow. I'd love if your panels had a bit of Minos style:
http://www.thiagoklafke.com/dm_zest.html
If he keeps the grunge simple and out of the normalmap it should look fine, imo. These look much better than the previous attempts. There's always the final "see in game" proof, but from my experience I'm guessing they will look pretty good.
EDIT: The specular image is probably way too bright (programs that generate them make them way too bright for wsw), but that's just a matter of toning it down, the texture itself looks good.
(updated 2012-08-22 02:48:16)

