Judith on 17/1/2013 at 09:01
Quote Posted by Wille
The source images I got from cgtextures worked best with 256x256. Should I make 512x512 remakes in 1:1 or 4:1 for more variety?
To be honest, you should work with 1024 and leave the decision about scaling down to the mappers.
And about the skulls, this is actually pretty difficult to make, if you want it to look good. Almost each skull has different lightning and shadows on it right now, while they all should have the same (possibly flat) lightning. I guess the best way would be to model the skulls and bake them onto texture with default scene lightning. Still, this would be awfully time-consuming.
Wille on 17/1/2013 at 09:46
Quote Posted by Judith
To be honest, you should work with 1024 and leave the decision about scaling down to the mappers.
Thanks for the advice. Will there be issues if I use 2x2 method to increase tiling variety like in this ftile4 replacement?
(
http://nameless.zanity.net/epterrain/compareImage.php?family=core_2&texture=ftile4)
Also this project would benefit greatly from some sort of realign project. LGS texture alignment was pretty horrible, especially in Thief 1.
Nameless Voice on 17/1/2013 at 09:59
Quote Posted by Wille
Thanks for the advice. Will there be issues if I use 2x2 method to increase tiling variety like in this ftile4 replacement?
There shouldn't be, since I've been doing that to quite a few textures already.
Judith on 17/1/2013 at 16:54
A bit better, those stalks or branches at the upper edge will probably stand out if the texture is tiled. Also, isn't it a bit too dark? Textures shouldn't have pitch black or full white areas, it won't look good in-game, where the engine takes user brightness settings into account, as well as lightning in the map itself. Do you have a Levels range you stick to?
Troutpack on 17/1/2013 at 18:19
Quote Posted by Judith
And about the skulls, this is actually pretty difficult to make, if you want it to look good. Almost each skull has different lightning and shadows on it right now, while they all should have the same (possibly flat) lightning. I guess the best way would be to model the skulls and bake them onto texture with default scene lightning. Still, this would be awfully time-consuming.
I tried to be fairly faithful to the original texture, so the skull placement is pretty much the same. I looked at pictures of catacombs like the one you posted, but the original 'skulwal' doesn't really look like that. Not really sure where it's used or what it's supposed to be. The texture I posted was already my second try at it, and I don't have time to start again, so I'll just leave the version I made here. Might make some slight alterations later, though.
In the meantime, I made this:
Inline Image:
http://i50.tinypic.com/nc66f.jpgfrom this (bafford/btila.pcx):
Inline Image:
http://i46.tinypic.com/efp9mp.jpgNot sure about the colors, though.
Nameless Voice on 17/1/2013 at 18:37
Hey, the sneakily-edited skull wall which I almost missed is a jpg, I can't steal that!
Those Bafford tiles have a very different "white" colour than the originals, though I'm not so sure if that's a bad thing considering how much the original looks like it was butchered by palette reduction. I'd have to compare them in-game.
Troutpack on 17/1/2013 at 18:59
Quote Posted by Nameless Voice
Hey, the sneakily-edited skull wall which I almost missed is a jpg, I can't steal that!
Those Bafford tiles have a very different "white" colour than the originals, though I'm not so sure if that's a bad thing considering how much the original looks like it was butchered by palette reduction. I'd have to compare them in-game.
I tweaked the tile color a bit.
They're here in higher res .png-form:
(
http://tinypic.com/r/2woh9mw/6)
(
http://tinypic.com/r/213mdd5/6)
Yandros on 17/1/2013 at 19:59
Has no one ever made a higher poly burrick? The original model sticks out like a sore thumb.