Wille on 12/2/2014 at 20:55
Brilliant :thumb:.
voodoo47 on 12/2/2014 at 21:00
yeah, this one hits the spot.
Necrobob on 12/2/2014 at 23:02
I should probably refrain from making textures while you're here, since it'd only bring the overall quality down. :joke: These are PERFECT! Could we get an extra saturated Thief 1 and Bafford version of core_1/blustn, please?
EDIT: Actually, looking closer at it, it's got some noticeable seams on the edges. Dunno if that's a big deal for anyone else.
C-BEAM on 13/2/2014 at 01:39
Don't even think about that... Actually, these are one of my last textures here. I will focus on my personal project soon.
btw: do you plan to make a 1024p versions of your city\windows textures ?
Necrobob on 13/2/2014 at 02:06
I know, I know, I'm just kidding. :cheeky:
Quote:
btw: do you plan to make a 1024p versions of your city\windows textures ?
I'm preparing to, yes. The only problem is that the higher one aims in resolution, the harder it gets to find base resources that are both what you're looking for AND good quality.
R Soul on 13/2/2014 at 14:39
The windows are usually 2x4, or 4x4, so how many pixels do we need to squeeze into that space?
LarryG on 13/2/2014 at 15:14
With that thought, many of the original textures repeat at 4 x 4 with the scale used. So, unless the replacements are intended to cover a larger area (i.e. have more internal variation) just how much improvement is 1024? Isn't the real value of that resolution that it will cover larger areas without visible repetition? Going from 256 to 512 gives greater detail. Going to 1024 or above should give greater detail with less repetition. IMHO.
C-BEAM on 13/2/2014 at 19:17
Quote Posted by Necrobob
I'm preparing to, yes.
:thumb:
Wille on 13/2/2014 at 20:21
C-BEAM in case you are moving on to next challenges, any change we could have some of your overlay textures you use to create stone, metal, wood etc. effects? That is if you use such things :).