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Old 07-16-2006, 02:33 AM   #21
o_eric vaughn
 
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I managed to pump out some pretty good repetition friendly textures.

Here are the low res versions.









High res versions here: http://www.zombiesmash.com/textures2.zip
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Old 07-16-2006, 05:32 AM   #22
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Thanks for those tutorials. I tried out some of the techniques and came out with some neat looking brick walls. I also tried out a staining technique on them.

Low res versions:











High res download here: http://www.zombiesmash.com/dirty_walls.zip
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Old 07-16-2006, 05:43 AM   #23
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That's pretty neat
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Old 07-16-2006, 06:11 AM   #24
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Those are pretty cool man. Stage two of seamless tiling is removing the distinctive parts of the texture so that when they repeat, it is not obvious. This basically means cloning out discoloured or distinctive markings (such as blotches, stains and so forth). High pass is really good for this (gamasutra link I posted), but you usually have to finish it using the clone or heal tool. The trick is just how much to remove. If you remove too much, then it gets boring, and if you remove too little, it won't repeat well. Looks like you've already got a good grasp on the basics and with a little practice you'll be on easy street

For textures like the second series, you're better creating a base texture then making the stains into decals. Decals can be applied over any texture in the level design tool and can be used to break up the surface and apply detail. The problem with baking excessive stains / dirt into the original is simply that it doesn't repeat well and isn't flexible enough to use everywhere. If you create a cleanish base texture and several decals people can use the base texture everywhere and dirty it up as required.

Like I said though, cool stuff. Keep it up
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Old 07-16-2006, 07:30 AM   #25
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Ok, I'll give that a shot.

I made these ones with red and blue team in mind.













High res: http://www.zombiesmash.com/city.zip
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Old 07-16-2006, 07:55 AM   #26
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Careful with that sharpen filter, Eugene. :P I like the brick one, but the team colouring isn't natural; it's just an overlay in PS. Natural team colouring builds upon the colour underneath without smothering the entire texture. I tend to think of it this way: A badly team coloured texture will look like it has been desaturated / converted to greyscale, then colourised using one shade. A good team coloured texture still has a good variety of colour in it, with the team colour sitting on top and the others still present in places.

Team colouring is one goddamn hard thing to do properly, though. I'd love to give you more tips, but all I'm adept at (when it comes to team colouring) is yelling at people because I don't like something or other :P
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Old 07-16-2006, 07:57 AM   #27
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Can you give me some clearer pointers on how to do team colors? :P
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Old 07-16-2006, 08:03 AM   #28
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Quote:
Originally Posted by Eric Vaughn
Can you give me some clearer pointers on how to do team colors? :P
I think the best way to do team colors is to make the team color prominent, but not overpowering.

Like a wall with a painted stripe on it, and the stripe is the team color, while the wall is a regular color.

Here is a good (but old) example of what would probably look good (from an older version of TF I think, though):

http://alper.foreverbeyond.net/media/tfc/2fort.gif

You can tell it is the red team's base, but you do not get the impression of RED thrown up in your face.
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Old 07-16-2006, 03:24 PM   #29
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I like those last 2 a lot, in a q3 kinda way.
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Old 07-17-2006, 01:05 AM   #30
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if you can with the 2 team colored brick pictures, make it to where it looks like the paint is peeling off and you can see the brick, and also blend the team color with the brick more.
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