Nameless_Voice on 14/9/2005 at 22:43
I think your door looks nicer but I'm not sure I should use it since all the other dark rusty metal textures look like my door now. In truth, I used one 'base' 512x512 texture (a modified version of a texture from Lemog textures), and made high-detail 3D models of the doors (with real rivets, etc) and used a screenshot of those as the textures. Did you base yours on a 'flat metal sheet' image, because maybe I could rebuild all the textures using that texture as a base?
Regarding the weapons: look at the ones in Morrowind; they're all that over-fancy! I made Constantine's Sword even more elaborate, but since that's a once-off sword it works out properly. A pity the default T1/TG gamesys doesn't use a different arm for it.
Also, I'd like to say that all of the criticism I've recieved is constructive, and I agree with most of it (but of course not all of it) to some extent. Please complain more!
I've lightened up the pot/pan and dark wood textures a bit, I think they look much better now. Also fixed some UV mapping problems on the tables' legs.
(Pot/pan texture is also based on that dark rusty door base texture...)
I must admit that you're right about the pipes, Lady Rowena. Although they are mapped very similarly to the originals, they do have too many texture repeats. But those are not my objects... feel like some UV Mapping, R Soul? ;)
R Soul on 14/9/2005 at 22:54
When I UV mapped the new pipes I wanted to give the texture a crisper look (more pixels per area) but I'm not very good with texturing and the defaults are very small. I always thought they were un-detailed enough for repetitions to be hard to see.
If someone could provide some decent sized replacments I could give it a go. Bigger texture = more crispness + less repeating = :thumb:
ZylonBane on 14/9/2005 at 23:01
Quote Posted by Eshaktaar
Here's my version of the RustD2 texture (using the standard Thief palette):
Nice, but not nearly rusty enough. I've really gotten used to that signature pinkish rust on the original texture.
Eshaktaar on 14/9/2005 at 23:13
The base texture I used for the door is this one: (
http://textures.forrest.cz/cgi-bin/showimage.cgi?page=metal&pic=goblinmetal2.jpg) goblinmetal
There are several more layers of different materials to make it look a bit "grittier", though (random scratches & smudges). Since I've already got the basic ground layer, I could try my hand at the other doors, as well, if you don't mind me redoing textures you've already made.
Edit: Since the other doors don't use the same base material either, it's not much of a problem to have several types of rusts, I think.Quote Posted by "ZylonBane"
Nice, but not nearly rusty enough. I've really gotten used to that signature pinkish rust on the original texture.
Hm, adding more rust to these spots shouldn't be much of a problem. I'm not sure if aiming for the same pinkish color will look good on a larger texture, though.
Update: Here's a new version with pinkish rust added at the same spots as in the original:Inline Image:
http://mypage.bluewin.ch/thonr/temp/RustD2_v2.gif
Schwaa2 on 16/9/2005 at 17:59
NV, not that you probably need more to do, but the original gravestones could probably look better.
Nameless_Voice on 17/9/2005 at 13:53
My dark rusty metal door texture was
too rusty, and the rust was too red. Plus that 'hit by a bomb' effect ZB pointed out. I've just made another, much nicer version (and also fixed that floating-shadow bug), but after some consideration I still think Eshaktaar's texture looks better.
Inline Image:
http://www.geocities.com/nameless_voicetex/EP/RustD2s.txtAs I said before, the problem is that there are a few textures which are all of a similar style, for the enhanced versions of which I used the same base texture. These textures are:
RustD2.gif (The metal door texture in question)
RustD4.gif
DoorKeep.gif
DoorHam.gif
DoorHam2.gif
DoorSew1.gif
DoorSew2.gif
DoorSli.gif
CloistGt.gif
Since I've already made these textues, maybe it would be easier to just throw in that base texture and at least see how they come out before you spend hours making new ones. I'll try that later.
Also, nice texture site there. I'll have to grab some of those - one can never have too many textures... (I only have 4GB)
As I've said often enough, one set of textures which I feel really need improving are the Ramirez wood textures (Cab*.gif) and the armoire. I'm not up to drawing it by hand, and I can't find a photograph of anything that looks quite right for them.
Good to hear from you again, Schwaa! I did notice that some of those gravestones were very low quality while making
Hazeleshade Cemetery. At the very least, the round ones should have a few more sides.
Not sure if I have the skill to improve the textures, though.
ZylonBane on 17/9/2005 at 20:30
Just speaking for myself, I'd like Esh's texture better if the rivets didn't have the long shadows on them. The enhanced rust looks really nice though.
Vigil on 18/9/2005 at 11:24
Make them greener and it would work better I think. Also, some white streaky stains would be very effective too, though I suppose not in keeping with the original door.
Why not redo the door model to give it actual indented panels while you're at it? It's such a simple shape that it would be silly not to put in the extra effort. With careful skinmapping it would even be compatible with the older textures.
Also Esh, I'm curious: that metal looks almost exactly like the one used as a base for the Unreal Tournament menu screen, where did it come from?
Eshaktaar on 18/9/2005 at 13:47
Quote Posted by "Vigil"
Why not redo the door model to give it actual indented panels while you're at it?
NV's new door model already does have indented panels, it's just hard to see in the screenshots. It's still compatible with the old model, as well.
Quote Posted by "Vigil"
Also Esh, I'm curious: that metal looks almost exactly like the one used as a base for the Unreal Tournament menu screen, where did it come from?
Good eye, Vigil! I checked UT's title screen, and it is indeed based on the same texture. I couldn't find the base itself (or any other textures based on it) in any of UT's standard texture packs, though, so I don't know where it initially came from.
Edit #1: It's one of 3ds max's standard metal texures, apparently, although the one I found in the map/metal directory (PLATEOX2.JPG) is smaller.
Edit #2: Here's version 3 with the stains toned down:Inline Image:
http://mypage.bluewin.ch/thonr/temp/RustD2_v3.gif