Monoxead@Posted: Mon Dec 21, 2009 3:59 pm :
Project site:
http://doom3-hr.com/
I did it! :)

And here is the textures for mcity:
http://rapidshare.com/files/383811934/H ... s.rar.html
and
http://depositfiles.com/files/v2b9by3j9
test only.


I have a crazy idea to make a pak of high resolution textures for Doom 3. I've already made 130+ textures and not gonna stop ^_^
I'm trying not to change original style. I just redraw all textures in HR.

In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:
http://picasaweb.google.ru/lh/photo/4BK ... directlink
http://picasaweb.google.ru/lh/photo/wpG ... directlink

In game screenshots:
http://picasaweb.google.ru/lh/photo/-lV ... directlink
http://picasaweb.google.ru/lh/photo/bZe ... directlink
http://picasaweb.google.ru/lh/photo/AoA ... directlink
http://picasaweb.google.ru/lh/photo/UtN ... directlink
http://picasaweb.google.ru/lh/photo/Pnd ... directlink
http://picasaweb.google.ru/lh/photo/Hx5 ... directlink
http://picasaweb.google.ru/lh/photo/qgU ... directlink
http://picasaweb.google.ru/lh/photo/FZ4 ... directlink
http://picasaweb.google.ru/lh/photo/7vX ... directlink
http://picasaweb.google.ru/lh/photo/WII ... directlink



Theftbot@Posted: Mon Dec 21, 2009 7:35 pm :
WOW keep it up.



mth@Posted: Mon Dec 21, 2009 7:54 pm :
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!



TRSGM@Posted: Mon Dec 21, 2009 8:20 pm :
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!



BNA!@Posted: Mon Dec 21, 2009 8:44 pm :
very nice and crisp - please keep the good work up!



mth@Posted: Mon Dec 21, 2009 9:04 pm :
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.



TRSGM@Posted: Mon Dec 21, 2009 9:45 pm :
mth wrote:
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.

The heightmaps were poorly autogenerated from the normal map using some sort of finite differencing scheme. The problem is that the generation program had a nasty tendency to 'dip' the top left corner down somewhat, resulting in weird dents that resemble stairs somewhat. This has nothing to do with the algorithm, just sub-par art assets.



Kristus@Posted: Mon Dec 21, 2009 11:25 pm :
Very nice.



Tron@Posted: Tue Dec 22, 2009 2:18 am :
They look fantastic, nice and sharp. The low resolution of the stock Doom 3 textures is the one thing that lets the enhanced graphics mods down so I am definitely looking forward to seeing how much of this you get done! :)



FragWeapon@Posted: Tue Dec 22, 2009 2:50 am :
Monoxead wrote:
In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:


Jesus christ, you are crazy. Good Job so far!



biff@Posted: Tue Dec 22, 2009 4:00 am :
Amazing. Really impressive stuff.



mth@Posted: Tue Dec 22, 2009 6:57 am :
Quote:

Jesus christ, you are crazy. Good Job so far!

Once you make one highly detailed texture in max you can never stop, guy speaks the truth :D



Theftbot@Posted: Tue Dec 22, 2009 7:13 am :
Also blender too!



Monoxead@Posted: Tue Dec 22, 2009 11:04 am :
mth wrote:
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!

It's 1024 one side. I can resize them any time :)



Monoxead@Posted: Tue Dec 22, 2009 11:13 am :
TRSGM wrote:
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!


I have high map for every texture that I made but relief mod does not work correct with my highmaps:( I don't know why. Maybe in future I'll fix my highmaps, or someone will fix relief shader.



mth@Posted: Tue Dec 22, 2009 1:59 pm :
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.



jcdenton22@Posted: Wed Dec 23, 2009 6:31 am :
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.



Monoxead@Posted: Wed Dec 23, 2009 11:25 am :
mth wrote:
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.


I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.



Monoxead@Posted: Wed Dec 23, 2009 12:15 pm :
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.



Monoxead@Posted: Wed Dec 23, 2009 12:21 pm :
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)



Monoxead@Posted: Mon Dec 21, 2009 4:59 pm :
Project site:
http://doom3-hr.com/
I did it! :)

And here is the textures for mcity:
http://rapidshare.com/files/383811934/H ... s.rar.html
and
http://depositfiles.com/files/v2b9by3j9
test only.


I have a crazy idea to make a pak of high resolution textures for Doom 3. I've already made 130+ textures and not gonna stop ^_^
I'm trying not to change original style. I just redraw all textures in HR.

In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:
http://picasaweb.google.ru/lh/photo/4BK ... directlink
http://picasaweb.google.ru/lh/photo/wpG ... directlink

In game screenshots:
http://picasaweb.google.ru/lh/photo/-lV ... directlink
http://picasaweb.google.ru/lh/photo/bZe ... directlink
http://picasaweb.google.ru/lh/photo/AoA ... directlink
http://picasaweb.google.ru/lh/photo/UtN ... directlink
http://picasaweb.google.ru/lh/photo/Pnd ... directlink
http://picasaweb.google.ru/lh/photo/Hx5 ... directlink
http://picasaweb.google.ru/lh/photo/qgU ... directlink
http://picasaweb.google.ru/lh/photo/FZ4 ... directlink
http://picasaweb.google.ru/lh/photo/7vX ... directlink
http://picasaweb.google.ru/lh/photo/WII ... directlink



Theftbot@Posted: Mon Dec 21, 2009 8:35 pm :
WOW keep it up.



mth@Posted: Mon Dec 21, 2009 8:54 pm :
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!



TRSGM@Posted: Mon Dec 21, 2009 9:20 pm :
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!



BNA!@Posted: Mon Dec 21, 2009 9:44 pm :
very nice and crisp - please keep the good work up!



mth@Posted: Mon Dec 21, 2009 10:04 pm :
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.



TRSGM@Posted: Mon Dec 21, 2009 10:45 pm :
mth wrote:
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.

The heightmaps were poorly autogenerated from the normal map using some sort of finite differencing scheme. The problem is that the generation program had a nasty tendency to 'dip' the top left corner down somewhat, resulting in weird dents that resemble stairs somewhat. This has nothing to do with the algorithm, just sub-par art assets.



Kristus@Posted: Tue Dec 22, 2009 12:25 am :
Very nice.



Tron@Posted: Tue Dec 22, 2009 3:18 am :
They look fantastic, nice and sharp. The low resolution of the stock Doom 3 textures is the one thing that lets the enhanced graphics mods down so I am definitely looking forward to seeing how much of this you get done! :)



FragWeapon@Posted: Tue Dec 22, 2009 3:50 am :
Monoxead wrote:
In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:


Jesus christ, you are crazy. Good Job so far!



biff@Posted: Tue Dec 22, 2009 5:00 am :
Amazing. Really impressive stuff.



mth@Posted: Tue Dec 22, 2009 7:57 am :
Quote:

Jesus christ, you are crazy. Good Job so far!

Once you make one highly detailed texture in max you can never stop, guy speaks the truth :D



Theftbot@Posted: Tue Dec 22, 2009 8:13 am :
Also blender too!



Monoxead@Posted: Tue Dec 22, 2009 12:04 pm :
mth wrote:
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!

It's 1024 one side. I can resize them any time :)



Monoxead@Posted: Tue Dec 22, 2009 12:13 pm :
TRSGM wrote:
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!


I have high map for every texture that I made but relief mod does not work correct with my highmaps:( I don't know why. Maybe in future I'll fix my highmaps, or someone will fix relief shader.



mth@Posted: Tue Dec 22, 2009 2:59 pm :
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.



jcdenton22@Posted: Wed Dec 23, 2009 7:31 am :
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.



Monoxead@Posted: Wed Dec 23, 2009 12:25 pm :
mth wrote:
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.


I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.



Monoxead@Posted: Wed Dec 23, 2009 1:15 pm :
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.



Monoxead@Posted: Wed Dec 23, 2009 1:21 pm :
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)



Tron@Posted: Wed Dec 23, 2009 2:40 pm :
Monoxead wrote:
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.


The alpha channel is already used for a couple of different things, would probably be best to just either include the AO as a seperate greyscale map, or to bake it into the diffuse color. Including it in the alpha just risks creating incompatibility issues.



Monoxead@Posted: Wed Dec 23, 2009 3:27 pm :
Tron wrote:
Monoxead wrote:
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.


The alpha channel is already used for a couple of different things, would probably be best to just either include the AO as a seperate greyscale map, or to bake it into the diffuse color. Including it in the alpha just risks creating incompatibility issues.


Okey. I'll bake it into diffuse. It's not hard.
I'll show the result tomorrow. A lot of work to do today.



mth@Posted: Wed Dec 23, 2009 10:23 pm :
Monoxead wrote:
I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.


Well that's the nature of relief maps :D, as i wrote earlier, there will be artifacts, unless edge of the texture, which lands at the edge of the brush is not at highest, zero point of depth. relief simulates 3d object from height map by taking the highest point in the height map and 'pushing inside' the rest of the texture. So if the edge of height map isn't at absolute zero z position (full white), edge will be 'pushed inside' and reveal the "pushed inside" edge of another tile of the texture. Luckly i get holiday break from hospital to go home and i'll check, both the look of height map and is there way to just draw unwanted dent's white, so edge won't be pushed into the texture. I think i tried it earlier and shader actually did not see that and pushed inside the detailed edge from normal map instead of height o_o, but i have to recheck that.

Monoxead wrote:
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)


there already is :lol:, check the topic IDtech4 shaders pack, made by Sikk, there are 42 flavours of shaders, with two different models of ambient, self-shadowing, relief, parallax, you can choose which ever You want with all the features You want. i wouldn't suggest investing in parallax though, it's mess and give You artifacts too. Relief is much better and the way to go, if You want to invest your time in height maps.

Also, while we are at it, what ambient occlusion stages actually do and what's the benefit of having them?



Theftbot@Posted: Thu Dec 24, 2009 1:44 am :
can you post the model used in this image:http://lh5.ggpht.com/_ps8Bx7sAQxA/Sy-JOl3_WKI/AAAAAAAAAIw/eBUpBsbXCFA/s800/shot00007.jpg



TRSGM@Posted: Thu Dec 24, 2009 2:06 am :
AO is a complicated topic, mostly because there's surprisingly no actual (direct) basis for the effect in reality. Instead of launching into a complicated monologue with lots of fancy words, I'll let Wikipedia do the talking for me. It even has pictures!

Unfortunately we can't do a correct implementation of the effect as it stands, but generally you can make something that looks close by 'baking,' or pre-applying the technique into the diffuse texture. It isn't identical, but you get a lot of the same visual cues.



Monoxead@Posted: Thu Dec 24, 2009 9:57 am :
Theftbot wrote:
can you post the model used in this image:http://lh5.ggpht.com/_ps8Bx7sAQxA/Sy-JOl3_WKI/AAAAAAAAAIw/eBUpBsbXCFA/s800/shot00007.jpg


Here u are
http://slil.ru/28396067
Can I ask what do u need it for?



Monoxead@Posted: Thu Dec 24, 2009 11:02 am :
Superpipes:
Normalmap:
http://picasaweb.google.ru/lh/photo/Xfc ... directlink
Highmap:
http://picasaweb.google.ru/lh/photo/v70 ... directlink
Diffuse:
http://picasaweb.google.ru/lh/photo/dkT ... directlink
Ambient:
http://picasaweb.google.ru/lh/photo/oYh ... directlink
Diffuse+Ambient:
http://picasaweb.google.ru/lh/photo/gJD ... directlink
Specularmap:
http://picasaweb.google.ru/lh/photo/BQX ... directlink

I'll try to make all other textures the same way.



Monoxead@Posted: Thu Dec 24, 2009 2:58 pm :
mth wrote:
there already is :lol:, check the topic IDtech4 shaders pack, made by Sikk, there are 42 flavours of shaders, with two different models of ambient, self-shadowing, relief, parallax, you can choose which ever You want with all the features You want. i wouldn't suggest investing in parallax though, it's mess and give You artifacts too. Relief is much better and the way to go, if You want to invest your time in height maps.
It'll be grate if relief mod works correct with edges. I've always liked this technology.



gavavva@Posted: Thu Dec 24, 2009 3:59 pm :
Monoxead, those pipe sample textures are in 640x640. Now given the talent you have displayed thus far, I'm right in saying they are only 640x640 for previews... right? I mean, the real deal are power of two, correct?

Great job btw, love it. You got some work ahead of you :p



Monoxead@Posted: Thu Dec 24, 2009 4:34 pm :
gavavva wrote:
Monoxead, those pipe sample textures are in 640x640. Now given the talent you have displayed thus far, I'm right in saying they are only 640x640 for previews... right? I mean, the real deal are power of two, correct?

Great job btw, love it. You got some work ahead of you :p


It's 1024 :) I also have 2048 version. When I open this pics there's zoom button at the right.



Theftbot@Posted: Fri Dec 25, 2009 11:07 pm :
-doh cant use max format-can you reoffer in .3ds



Monoxead@Posted: Mon Jan 11, 2010 3:52 pm :
Theftbot wrote:
-doh cant use max format-can you reoffer in .3ds


Here you are again ^_^
http://slil.ru/28467525

What for do u need it?



Theftbot@Posted: Mon Jan 11, 2010 11:09 pm :
relief experiment.



whitewolf@Posted: Tue Jan 12, 2010 6:34 am :
That is damn awesome. How do you bake the specular maps?



Monoxead@Posted: Tue Jan 12, 2010 9:33 am :
whitewolf wrote:
That is damn awesome. How do you bake the specular maps?

I don't bake:) I draw specular maps from diffuse and high maps in photoshop.



whitewolf@Posted: Wed Jan 13, 2010 10:09 am :
Ok. But I have another question. When your doing the modeling, how do you know to make it so when you bake the textures, it comes out perfectly tileable without ugly seams? Maybe you can refer me to a tutorial.



Monoxead@Posted: Thu Jan 14, 2010 10:02 pm :
whitewolf wrote:
Ok. But I have another question. When your doing the modeling, how do you know to make it so when you bake the textures, it comes out perfectly tileable without ugly seams? Maybe you can refer me to a tutorial.

I'm working on the tutorial... By the way, I can understand that I can't redraw all the textures of Doom3. It's inpossible. The count of the textures is more then 2000 :)
But...
I did 100+
I will redraw 200. I'm sure I will.
It's 10%.
If I'll be not the one...I hope...

I hope tomorrow I'll have time to post my tutorial... I don't know where to post it.. It's about 13mb. and most of all of it is pictures.

mornings:(



whitewolf@Posted: Fri Jan 15, 2010 6:38 am :
The community is greatful for a tutorial on this topic, I'm sure. And 100 textures is a solid effort.

Why don't you post it to katsbits, post it here, moddb, gameartists maybe.



BJA@Posted: Fri Jan 15, 2010 10:45 am :
Awesome, the game looks much better already! I could image that's a lot of work to do.



vertex007@Posted: Fri Jan 15, 2010 1:33 pm :
I particularly like the fact that you are not changing them, just redo them in HD.
I am also looking forward for the tutorial, I don´t have much free time atm but I am willing to create some myself, you could post the 100+ you have done so far and point out which ones you are gonna do so that once you give us the tutorial nobody is gonna waste their time redoing the ones you already did.



BNA!@Posted: Fri Jan 15, 2010 3:07 pm :
Just post it here, or if it's a compiled pdf or similar let me know and I'll make space for it on the server.



gnoyr13@Posted: Sun Jan 17, 2010 1:49 pm :
Cool. :P
Prisilay novost na rodinu.



zhakal@Posted: Sun Jan 17, 2010 2:49 pm :
Very good textures with good quality. Keep up the good work \o/



Monoxead@Posted: Sun Jan 17, 2010 10:19 pm :
BNA! wrote:
Just post it here, or if it's a compiled pdf or similar let me know and I'll make space for it on the server.


2BNA Okey:) It's html. Should I send it to you to put it on the server and post link at this topic? By the way there may be some problems with english gramma - I will be glad if there's someone who can fix it.

This is first part of the tutorial.
"Modelling the textures":
http://slil.ru/28504905
In a few days there will be the second:
"Baking the textures"
and the third:
"Drawing the textures"

As vertex007 said and I think it's great idea. I will post here the name of every texture that is allready made. So anyone can join the project without redoing textures that anyone else already did. I gues there's should be the way of transfer textures with those, who is working on it. I don't want post all pack untill it's all done. Thinking about all of it.



mth@Posted: Mon Jan 18, 2010 12:40 am :
That's some awesome stuff right there!! Already learnt a couple of max tricks i dind't know about before while creating my texture stuff, can't wait for the rest!

P.S. Hope Your hangover isn't overkill after celebrating too ;)



Monoxead@Posted: Fri Feb 19, 2010 10:56 am :
Project site:
http://doom3-hr.com/
I did it! :)

2 mth
it was:)



Cain-x@Posted: Fri Feb 19, 2010 12:05 pm :
Excellent, maybe i can try to do somthing..

Your site look Great, but i have just a little suggestion :

have pic thumbail in the "Progress List of textures" can be very usefull ^^



Regards,



Monoxead@Posted: Fri Feb 19, 2010 12:58 pm :
Cain-x wrote:
Excellent, maybe i can try to do somthing..

Your site look Great, but i have just a little suggestion :

have pic thumbail in the "Progress List of textures" can be very usefull ^^



Regards,

Thanks!
I will make pic thumbail in the "Progress List" but a few days later. I translate a third part of the tutorial for now.
I plane to post in "Progress List" a nickname of every author of textures who take part in the project.
^_^



Tron@Posted: Fri Feb 19, 2010 6:30 pm :
Even more awesomeness from you. :D I am really looking forward to playing through Doom 3 again when you have a lot of textures down and Sikkpin releases the updated version of his mod with fully working soft shadows. With better textures and lighting I think Doom 3 will look like a whole new game.



Monoxead@Posted: Thu Feb 25, 2010 7:51 pm :
Finished third part of the tutorial.
http://doom3-hr.com/Tutor_eng_03_01.html



JK_DC@Posted: Fri Feb 26, 2010 6:38 am :
Hasn't Rygel started on this over a year ago? You may want to contact him and share each other's work so this will actually get done.



Monoxead@Posted: Fri Feb 26, 2010 7:20 pm :
JK_DC wrote:
Hasn't Rygel started on this over a year ago? You may want to contact him and share each other's work so this will actually get done.

It is not exactly tha same that I do.



Theftbot@Posted: Fri Feb 26, 2010 10:09 pm :
Rygel didnt remodel them



gavavva@Posted: Sat Feb 27, 2010 2:46 pm :
While I love everything you are doing, something did catch my eye...

You don't need to use black and white spec maps, infact, I would say NOT using them for most surfaces as it provides a much cleaner result. Also, even if you DID wnat to use a B&W spec map, you shouldn't save it as 32bit, as its not needed. Save it as an 8bit greyscale, zero loss in detail but a much smaller file.



Theftbot@Posted: Sat Feb 27, 2010 10:07 pm :
Alot of the specs in doom 3 are colored. -you would be surprised how many.



AluminumHaste@Posted: Sun Feb 28, 2010 6:10 am :
Amazing work, I love the extra detail provided, just one question: When can we download this?



Monoxead@Posted: Mon Mar 01, 2010 10:36 am :
I'll try to finish testlevel mcity in a month.



Monoxead@Posted: Wed May 05, 2010 3:24 pm :
Added link.



vertex007@Posted: Wed May 05, 2010 9:22 pm :
Monoxead, you are doing a FANTASTIC JOB !


just walked through the mars city levels with your pack installed and all I can say is WOW

awesome textures, no glitches or issues so far, very clear ,detailed yet completely faithfull to the originals this is a dream come true and a tremendous addition to the D3 modding community.

thanks again, now I just wish you could do every other textures with the same quality in a timely manner but I know it is a damn demanding job.

I tried following your tutorials but I am not really the texture guy myself, so for now I can´t really help you but I hope someone as talented as you will join your project soon in order to speed up things a bit.



vertex007@Posted: Thu May 06, 2010 3:01 am :
vanilla:

http://img13.imageshack.us/i/shot00001bi.jpg/

your awesomeness:

http://img203.imageshack.us/i/shot00006ee.jpg/


and now a request, could you re-do this standard door next or very soon ?

http://img442.imageshack.us/i/shot00007m.jpg/

it looks even more terrible now and its an often recurring element in the game, would be great !

keep up the very good work !

http://img210.imageshack.us/i/shot00004q.jpg/



vertex007@Posted: Sun Aug 22, 2010 3:02 pm :
the depositfiles link still works, too bad the main page is down though, lets hope Monoxead just didn't stop working on it, it would be a real shame .... :cry:

as for installing them, easiest way is to unpack the files in your D3 base folder, then make sure you have ultra high quality in the game menu and useprecompressedtextures 0 in your cfg.



reko@Posted: Sun Aug 22, 2010 3:31 pm :
Using Precompressed textures might affect the gameplay.

seta image_useprecompressedtextures 0 in the .cfg



Z008MJ@Posted: Sun Aug 22, 2010 5:21 pm :
Ok, i got the link to work, however, i already use a mod that requires precompressed textures, how do i go about this then?



vertex007@Posted: Tue Aug 24, 2010 2:12 am :
someone has saved his tutorials by chance ?

his whole site project is gone ... :(



aNoN_@Posted: Wed Sep 22, 2010 6:32 pm :
drill_sarge wrote:
.(wish I had a card which supports super-sampling AA to get rid of aliasing caused by relief mapping)


I am running it with Super-sampling on my GTX 295, using nHancer. 2x2 SSAA is just perfect because i can still manage to keep over 40fps with the brilliant highlights mod included, gonna try the HDR mod by sikk but i think my fps will go down quite a lot with the effects/techniques he use in that mod...

Though i can't seem to run 3x3 or 4x4 SSAA because only the SSAA+MSAA combined modes are working, thus 2x2SSAA+2,4 or 8x additional AA. And i've heard it's because Id Tech4 is running in OpenGL, so ive heard.

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...



drill_sarge@Posted: Thu Sep 23, 2010 7:52 am :
aNoN_ wrote:
drill_sarge wrote:

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...

yeah. looks awesome (+sikkpins mod :D)
we only need better models (more polycount).



aNoN_@Posted: Wed Sep 29, 2010 12:01 am :
drill_sarge wrote:
aNoN_ wrote:
drill_sarge wrote:

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...

yeah. looks awesome (+sikkpins mod :D)
we only need better models (more polycount).


Maybe there's a way to implement tessellation? I know little of that area so... Anyway what we more need is optimization or faster gfx cards. Cuz i can't stay over 20 - 25 fps sometimes when soft-shadows are enabled. And that's on a GTX 295 card.



ViolentVocalist@Posted: Sun Nov 28, 2010 11:43 pm :
Hey Monoxead!

I just wanted to say that your textures are awesome! impressing how great this game could be with your textures!
I tested mcity with all quality features enabled and it's running smooth on my machine (8800gt).
are u still working on this!? :?:

greeetz



Monoxead@Posted: Mon Dec 21, 2009 3:59 pm :
Project site:
http://doom3-hr.com/
I did it! :)

And here is the textures for mcity:
http://rapidshare.com/files/383811934/H ... s.rar.html
and
http://depositfiles.com/files/v2b9by3j9
test only.


I have a crazy idea to make a pak of high resolution textures for Doom 3. I've already made 130+ textures and not gonna stop ^_^
I'm trying not to change original style. I just redraw all textures in HR.

In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:
http://picasaweb.google.ru/lh/photo/4BK ... directlink
http://picasaweb.google.ru/lh/photo/wpG ... directlink

In game screenshots:
http://picasaweb.google.ru/lh/photo/-lV ... directlink
http://picasaweb.google.ru/lh/photo/bZe ... directlink
http://picasaweb.google.ru/lh/photo/AoA ... directlink
http://picasaweb.google.ru/lh/photo/UtN ... directlink
http://picasaweb.google.ru/lh/photo/Pnd ... directlink
http://picasaweb.google.ru/lh/photo/Hx5 ... directlink
http://picasaweb.google.ru/lh/photo/qgU ... directlink
http://picasaweb.google.ru/lh/photo/FZ4 ... directlink
http://picasaweb.google.ru/lh/photo/7vX ... directlink
http://picasaweb.google.ru/lh/photo/WII ... directlink



Theftbot@Posted: Mon Dec 21, 2009 7:35 pm :
WOW keep it up.



mth@Posted: Mon Dec 21, 2009 7:54 pm :
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!



TRSGM@Posted: Mon Dec 21, 2009 8:20 pm :
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!



BNA!@Posted: Mon Dec 21, 2009 8:44 pm :
very nice and crisp - please keep the good work up!



mth@Posted: Mon Dec 21, 2009 9:04 pm :
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.



TRSGM@Posted: Mon Dec 21, 2009 9:45 pm :
mth wrote:
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.

The heightmaps were poorly autogenerated from the normal map using some sort of finite differencing scheme. The problem is that the generation program had a nasty tendency to 'dip' the top left corner down somewhat, resulting in weird dents that resemble stairs somewhat. This has nothing to do with the algorithm, just sub-par art assets.



Kristus@Posted: Mon Dec 21, 2009 11:25 pm :
Very nice.



Tron@Posted: Tue Dec 22, 2009 2:18 am :
They look fantastic, nice and sharp. The low resolution of the stock Doom 3 textures is the one thing that lets the enhanced graphics mods down so I am definitely looking forward to seeing how much of this you get done! :)



FragWeapon@Posted: Tue Dec 22, 2009 2:50 am :
Monoxead wrote:
In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:


Jesus christ, you are crazy. Good Job so far!



biff@Posted: Tue Dec 22, 2009 4:00 am :
Amazing. Really impressive stuff.



mth@Posted: Tue Dec 22, 2009 6:57 am :
Quote:

Jesus christ, you are crazy. Good Job so far!

Once you make one highly detailed texture in max you can never stop, guy speaks the truth :D



Theftbot@Posted: Tue Dec 22, 2009 7:13 am :
Also blender too!



Monoxead@Posted: Tue Dec 22, 2009 11:04 am :
mth wrote:
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!

It's 1024 one side. I can resize them any time :)



Monoxead@Posted: Tue Dec 22, 2009 11:13 am :
TRSGM wrote:
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!


I have high map for every texture that I made but relief mod does not work correct with my highmaps:( I don't know why. Maybe in future I'll fix my highmaps, or someone will fix relief shader.



mth@Posted: Tue Dec 22, 2009 1:59 pm :
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.



jcdenton22@Posted: Wed Dec 23, 2009 6:31 am :
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.



Monoxead@Posted: Wed Dec 23, 2009 11:25 am :
mth wrote:
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.


I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.



Monoxead@Posted: Wed Dec 23, 2009 12:15 pm :
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.



Monoxead@Posted: Wed Dec 23, 2009 12:21 pm :
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)



Monoxead@Posted: Mon Dec 21, 2009 4:59 pm :
Project site:
http://doom3-hr.com/
I did it! :)

And here is the textures for mcity:
http://rapidshare.com/files/383811934/H ... s.rar.html
and
http://depositfiles.com/files/v2b9by3j9
test only.


I have a crazy idea to make a pak of high resolution textures for Doom 3. I've already made 130+ textures and not gonna stop ^_^
I'm trying not to change original style. I just redraw all textures in HR.

In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:
http://picasaweb.google.ru/lh/photo/4BK ... directlink
http://picasaweb.google.ru/lh/photo/wpG ... directlink

In game screenshots:
http://picasaweb.google.ru/lh/photo/-lV ... directlink
http://picasaweb.google.ru/lh/photo/bZe ... directlink
http://picasaweb.google.ru/lh/photo/AoA ... directlink
http://picasaweb.google.ru/lh/photo/UtN ... directlink
http://picasaweb.google.ru/lh/photo/Pnd ... directlink
http://picasaweb.google.ru/lh/photo/Hx5 ... directlink
http://picasaweb.google.ru/lh/photo/qgU ... directlink
http://picasaweb.google.ru/lh/photo/FZ4 ... directlink
http://picasaweb.google.ru/lh/photo/7vX ... directlink
http://picasaweb.google.ru/lh/photo/WII ... directlink



Theftbot@Posted: Mon Dec 21, 2009 8:35 pm :
WOW keep it up.



mth@Posted: Mon Dec 21, 2009 8:54 pm :
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!



TRSGM@Posted: Mon Dec 21, 2009 9:20 pm :
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!



BNA!@Posted: Mon Dec 21, 2009 9:44 pm :
very nice and crisp - please keep the good work up!



mth@Posted: Mon Dec 21, 2009 10:04 pm :
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.



TRSGM@Posted: Mon Dec 21, 2009 10:45 pm :
mth wrote:
TRSGM wrote:
as the auto-generated ones from the relief mapping mod looked mediocre at best.

Slightly off-topic: how does relief mods actually work? Does depth info is taken only from height alpha channel in spec, or from height and normal combined? Relief gets completely screwed at brush edges, unless borders of normal are at highest z position and flat. I'm asking, because i'm wondering if making edges flat of only height map would make relief proper while normalmap edge details would be still present, could work for tileable wall panels.

The heightmaps were poorly autogenerated from the normal map using some sort of finite differencing scheme. The problem is that the generation program had a nasty tendency to 'dip' the top left corner down somewhat, resulting in weird dents that resemble stairs somewhat. This has nothing to do with the algorithm, just sub-par art assets.



Kristus@Posted: Tue Dec 22, 2009 12:25 am :
Very nice.



Tron@Posted: Tue Dec 22, 2009 3:18 am :
They look fantastic, nice and sharp. The low resolution of the stock Doom 3 textures is the one thing that lets the enhanced graphics mods down so I am definitely looking forward to seeing how much of this you get done! :)



FragWeapon@Posted: Tue Dec 22, 2009 3:50 am :
Monoxead wrote:
In my work I use 3D max to make a 3D modell of every texture to get a normal map and photoshop to draw diffuse and specular:


Jesus christ, you are crazy. Good Job so far!



biff@Posted: Tue Dec 22, 2009 5:00 am :
Amazing. Really impressive stuff.



mth@Posted: Tue Dec 22, 2009 7:57 am :
Quote:

Jesus christ, you are crazy. Good Job so far!

Once you make one highly detailed texture in max you can never stop, guy speaks the truth :D



Theftbot@Posted: Tue Dec 22, 2009 8:13 am :
Also blender too!



Monoxead@Posted: Tue Dec 22, 2009 12:04 pm :
mth wrote:
Wow, awesome! Whats the size of them and perfomance? I know D3 can sometimes choke itself to death, if there's many 2k textures in the scene ;). Keep up the good work!

It's 1024 one side. I can resize them any time :)



Monoxead@Posted: Tue Dec 22, 2009 12:13 pm :
TRSGM wrote:
Hm. I don't suppose you could look into generating relief/heightmaps for us while you're at it, could you? This could *really* make Doom 3 look great, as the auto-generated ones from the relief mapping mod looked mediocre at best.

Regardless, your work is phenomenal. <3!


I have high map for every texture that I made but relief mod does not work correct with my highmaps:( I don't know why. Maybe in future I'll fix my highmaps, or someone will fix relief shader.



mth@Posted: Tue Dec 22, 2009 2:59 pm :
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.



jcdenton22@Posted: Wed Dec 23, 2009 7:31 am :
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.



Monoxead@Posted: Wed Dec 23, 2009 12:25 pm :
mth wrote:
They're not working in terms of proper relief or are they not working at all? If the further - the height should be placed in self-created alpha channel of specular texture. If texture looks wacky, try to simply invert height map and check it. Can't check it right now, but i think height maps generated with normal2depth.exe were inverted - the deeper dent the brighter shade, however i'm not sure.


I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.



Monoxead@Posted: Wed Dec 23, 2009 1:15 pm :
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.



Monoxead@Posted: Wed Dec 23, 2009 1:21 pm :
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)



Tron@Posted: Wed Dec 23, 2009 2:40 pm :
Monoxead wrote:
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.


The alpha channel is already used for a couple of different things, would probably be best to just either include the AO as a seperate greyscale map, or to bake it into the diffuse color. Including it in the alpha just risks creating incompatibility issues.



Monoxead@Posted: Wed Dec 23, 2009 3:27 pm :
Tron wrote:
Monoxead wrote:
jcdenton22 wrote:
Amazing job indeed!

Please consider my humble request to generate Ambient Occlusion maps as well! Or you can bake AO into diffusemap if you want to like Rage. Storing AO as a separate texture would allow people to apply the AO based on direction of the light. Also, ambient lighting done using AO maps would be much more accurate.

Ambient Occlusion either baked in diffuse or as a separate map(that requires a small shader change) would give nice illusion of geometric shape due to natural soft shading.


Greate idea! I will generate A O Maps.

Well... I will generate Highmaps and put them into the alpha chanel of Specularmaps, I will generate Ambientmaps and will put them into alpha chanel of Diffusemaps, right? it meens that all textures will be 32b.
I hope Doom 3 can eat that staff.


The alpha channel is already used for a couple of different things, would probably be best to just either include the AO as a seperate greyscale map, or to bake it into the diffuse color. Including it in the alpha just risks creating incompatibility issues.


Okey. I'll bake it into diffuse. It's not hard.
I'll show the result tomorrow. A lot of work to do today.



mth@Posted: Wed Dec 23, 2009 10:23 pm :
Monoxead wrote:
I don't use relief mod for now. As I remember there were some strange distortions near the edges of my textures when I used my high maps with relief mod. I can give u few of my textures to test it. Modelling and drawing and job takes a lot of my time, I just can't test my textures in all ways at that time.


Well that's the nature of relief maps :D, as i wrote earlier, there will be artifacts, unless edge of the texture, which lands at the edge of the brush is not at highest, zero point of depth. relief simulates 3d object from height map by taking the highest point in the height map and 'pushing inside' the rest of the texture. So if the edge of height map isn't at absolute zero z position (full white), edge will be 'pushed inside' and reveal the "pushed inside" edge of another tile of the texture. Luckly i get holiday break from hospital to go home and i'll check, both the look of height map and is there way to just draw unwanted dent's white, so edge won't be pushed into the texture. I think i tried it earlier and shader actually did not see that and pushed inside the detailed edge from normal map instead of height o_o, but i have to recheck that.

Monoxead wrote:
By the way, if there is anyone who can make all affects as relief or maybe parallax, ambient, self and soft shadows in one damn shader! It can help a lot in making highmaps or AOmaps for it. Hope it can be done :)


there already is :lol:, check the topic IDtech4 shaders pack, made by Sikk, there are 42 flavours of shaders, with two different models of ambient, self-shadowing, relief, parallax, you can choose which ever You want with all the features You want. i wouldn't suggest investing in parallax though, it's mess and give You artifacts too. Relief is much better and the way to go, if You want to invest your time in height maps.

Also, while we are at it, what ambient occlusion stages actually do and what's the benefit of having them?



Theftbot@Posted: Thu Dec 24, 2009 1:44 am :
can you post the model used in this image:http://lh5.ggpht.com/_ps8Bx7sAQxA/Sy-JOl3_WKI/AAAAAAAAAIw/eBUpBsbXCFA/s800/shot00007.jpg



TRSGM@Posted: Thu Dec 24, 2009 2:06 am :
AO is a complicated topic, mostly because there's surprisingly no actual (direct) basis for the effect in reality. Instead of launching into a complicated monologue with lots of fancy words, I'll let Wikipedia do the talking for me. It even has pictures!

Unfortunately we can't do a correct implementation of the effect as it stands, but generally you can make something that looks close by 'baking,' or pre-applying the technique into the diffuse texture. It isn't identical, but you get a lot of the same visual cues.



Monoxead@Posted: Thu Dec 24, 2009 9:57 am :
Theftbot wrote:
can you post the model used in this image:http://lh5.ggpht.com/_ps8Bx7sAQxA/Sy-JOl3_WKI/AAAAAAAAAIw/eBUpBsbXCFA/s800/shot00007.jpg


Here u are
http://slil.ru/28396067
Can I ask what do u need it for?



Monoxead@Posted: Thu Dec 24, 2009 11:02 am :
Superpipes:
Normalmap:
http://picasaweb.google.ru/lh/photo/Xfc ... directlink
Highmap:
http://picasaweb.google.ru/lh/photo/v70 ... directlink
Diffuse:
http://picasaweb.google.ru/lh/photo/dkT ... directlink
Ambient:
http://picasaweb.google.ru/lh/photo/oYh ... directlink
Diffuse+Ambient:
http://picasaweb.google.ru/lh/photo/gJD ... directlink
Specularmap:
http://picasaweb.google.ru/lh/photo/BQX ... directlink

I'll try to make all other textures the same way.



Monoxead@Posted: Thu Dec 24, 2009 2:58 pm :
mth wrote:
there already is :lol:, check the topic IDtech4 shaders pack, made by Sikk, there are 42 flavours of shaders, with two different models of ambient, self-shadowing, relief, parallax, you can choose which ever You want with all the features You want. i wouldn't suggest investing in parallax though, it's mess and give You artifacts too. Relief is much better and the way to go, if You want to invest your time in height maps.
It'll be grate if relief mod works correct with edges. I've always liked this technology.



gavavva@Posted: Thu Dec 24, 2009 3:59 pm :
Monoxead, those pipe sample textures are in 640x640. Now given the talent you have displayed thus far, I'm right in saying they are only 640x640 for previews... right? I mean, the real deal are power of two, correct?

Great job btw, love it. You got some work ahead of you :p



Monoxead@Posted: Thu Dec 24, 2009 4:34 pm :
gavavva wrote:
Monoxead, those pipe sample textures are in 640x640. Now given the talent you have displayed thus far, I'm right in saying they are only 640x640 for previews... right? I mean, the real deal are power of two, correct?

Great job btw, love it. You got some work ahead of you :p


It's 1024 :) I also have 2048 version. When I open this pics there's zoom button at the right.



Theftbot@Posted: Fri Dec 25, 2009 11:07 pm :
-doh cant use max format-can you reoffer in .3ds



Monoxead@Posted: Mon Jan 11, 2010 3:52 pm :
Theftbot wrote:
-doh cant use max format-can you reoffer in .3ds


Here you are again ^_^
http://slil.ru/28467525

What for do u need it?



Theftbot@Posted: Mon Jan 11, 2010 11:09 pm :
relief experiment.



whitewolf@Posted: Tue Jan 12, 2010 6:34 am :
That is damn awesome. How do you bake the specular maps?



Monoxead@Posted: Tue Jan 12, 2010 9:33 am :
whitewolf wrote:
That is damn awesome. How do you bake the specular maps?

I don't bake:) I draw specular maps from diffuse and high maps in photoshop.



whitewolf@Posted: Wed Jan 13, 2010 10:09 am :
Ok. But I have another question. When your doing the modeling, how do you know to make it so when you bake the textures, it comes out perfectly tileable without ugly seams? Maybe you can refer me to a tutorial.



Monoxead@Posted: Thu Jan 14, 2010 10:02 pm :
whitewolf wrote:
Ok. But I have another question. When your doing the modeling, how do you know to make it so when you bake the textures, it comes out perfectly tileable without ugly seams? Maybe you can refer me to a tutorial.

I'm working on the tutorial... By the way, I can understand that I can't redraw all the textures of Doom3. It's inpossible. The count of the textures is more then 2000 :)
But...
I did 100+
I will redraw 200. I'm sure I will.
It's 10%.
If I'll be not the one...I hope...

I hope tomorrow I'll have time to post my tutorial... I don't know where to post it.. It's about 13mb. and most of all of it is pictures.

mornings:(



whitewolf@Posted: Fri Jan 15, 2010 6:38 am :
The community is greatful for a tutorial on this topic, I'm sure. And 100 textures is a solid effort.

Why don't you post it to katsbits, post it here, moddb, gameartists maybe.



BJA@Posted: Fri Jan 15, 2010 10:45 am :
Awesome, the game looks much better already! I could image that's a lot of work to do.



vertex007@Posted: Fri Jan 15, 2010 1:33 pm :
I particularly like the fact that you are not changing them, just redo them in HD.
I am also looking forward for the tutorial, I don´t have much free time atm but I am willing to create some myself, you could post the 100+ you have done so far and point out which ones you are gonna do so that once you give us the tutorial nobody is gonna waste their time redoing the ones you already did.



BNA!@Posted: Fri Jan 15, 2010 3:07 pm :
Just post it here, or if it's a compiled pdf or similar let me know and I'll make space for it on the server.



gnoyr13@Posted: Sun Jan 17, 2010 1:49 pm :
Cool. :P
Prisilay novost na rodinu.



zhakal@Posted: Sun Jan 17, 2010 2:49 pm :
Very good textures with good quality. Keep up the good work \o/



Monoxead@Posted: Sun Jan 17, 2010 10:19 pm :
BNA! wrote:
Just post it here, or if it's a compiled pdf or similar let me know and I'll make space for it on the server.


2BNA Okey:) It's html. Should I send it to you to put it on the server and post link at this topic? By the way there may be some problems with english gramma - I will be glad if there's someone who can fix it.

This is first part of the tutorial.
"Modelling the textures":
http://slil.ru/28504905
In a few days there will be the second:
"Baking the textures"
and the third:
"Drawing the textures"

As vertex007 said and I think it's great idea. I will post here the name of every texture that is allready made. So anyone can join the project without redoing textures that anyone else already did. I gues there's should be the way of transfer textures with those, who is working on it. I don't want post all pack untill it's all done. Thinking about all of it.



mth@Posted: Mon Jan 18, 2010 12:40 am :
That's some awesome stuff right there!! Already learnt a couple of max tricks i dind't know about before while creating my texture stuff, can't wait for the rest!

P.S. Hope Your hangover isn't overkill after celebrating too ;)



Monoxead@Posted: Fri Feb 19, 2010 10:56 am :
Project site:
http://doom3-hr.com/
I did it! :)

2 mth
it was:)



Cain-x@Posted: Fri Feb 19, 2010 12:05 pm :
Excellent, maybe i can try to do somthing..

Your site look Great, but i have just a little suggestion :

have pic thumbail in the "Progress List of textures" can be very usefull ^^



Regards,



Monoxead@Posted: Fri Feb 19, 2010 12:58 pm :
Cain-x wrote:
Excellent, maybe i can try to do somthing..

Your site look Great, but i have just a little suggestion :

have pic thumbail in the "Progress List of textures" can be very usefull ^^



Regards,

Thanks!
I will make pic thumbail in the "Progress List" but a few days later. I translate a third part of the tutorial for now.
I plane to post in "Progress List" a nickname of every author of textures who take part in the project.
^_^



Tron@Posted: Fri Feb 19, 2010 6:30 pm :
Even more awesomeness from you. :D I am really looking forward to playing through Doom 3 again when you have a lot of textures down and Sikkpin releases the updated version of his mod with fully working soft shadows. With better textures and lighting I think Doom 3 will look like a whole new game.



Monoxead@Posted: Thu Feb 25, 2010 7:51 pm :
Finished third part of the tutorial.
http://doom3-hr.com/Tutor_eng_03_01.html



JK_DC@Posted: Fri Feb 26, 2010 6:38 am :
Hasn't Rygel started on this over a year ago? You may want to contact him and share each other's work so this will actually get done.



Monoxead@Posted: Fri Feb 26, 2010 7:20 pm :
JK_DC wrote:
Hasn't Rygel started on this over a year ago? You may want to contact him and share each other's work so this will actually get done.

It is not exactly tha same that I do.



Theftbot@Posted: Fri Feb 26, 2010 10:09 pm :
Rygel didnt remodel them



gavavva@Posted: Sat Feb 27, 2010 2:46 pm :
While I love everything you are doing, something did catch my eye...

You don't need to use black and white spec maps, infact, I would say NOT using them for most surfaces as it provides a much cleaner result. Also, even if you DID wnat to use a B&W spec map, you shouldn't save it as 32bit, as its not needed. Save it as an 8bit greyscale, zero loss in detail but a much smaller file.



Theftbot@Posted: Sat Feb 27, 2010 10:07 pm :
Alot of the specs in doom 3 are colored. -you would be surprised how many.



AluminumHaste@Posted: Sun Feb 28, 2010 6:10 am :
Amazing work, I love the extra detail provided, just one question: When can we download this?



Monoxead@Posted: Mon Mar 01, 2010 10:36 am :
I'll try to finish testlevel mcity in a month.



Monoxead@Posted: Wed May 05, 2010 3:24 pm :
Added link.



vertex007@Posted: Wed May 05, 2010 9:22 pm :
Monoxead, you are doing a FANTASTIC JOB !


just walked through the mars city levels with your pack installed and all I can say is WOW

awesome textures, no glitches or issues so far, very clear ,detailed yet completely faithfull to the originals this is a dream come true and a tremendous addition to the D3 modding community.

thanks again, now I just wish you could do every other textures with the same quality in a timely manner but I know it is a damn demanding job.

I tried following your tutorials but I am not really the texture guy myself, so for now I can´t really help you but I hope someone as talented as you will join your project soon in order to speed up things a bit.



vertex007@Posted: Thu May 06, 2010 3:01 am :
vanilla:

http://img13.imageshack.us/i/shot00001bi.jpg/

your awesomeness:

http://img203.imageshack.us/i/shot00006ee.jpg/


and now a request, could you re-do this standard door next or very soon ?

http://img442.imageshack.us/i/shot00007m.jpg/

it looks even more terrible now and its an often recurring element in the game, would be great !

keep up the very good work !

http://img210.imageshack.us/i/shot00004q.jpg/



vertex007@Posted: Sun Aug 22, 2010 3:02 pm :
the depositfiles link still works, too bad the main page is down though, lets hope Monoxead just didn't stop working on it, it would be a real shame .... :cry:

as for installing them, easiest way is to unpack the files in your D3 base folder, then make sure you have ultra high quality in the game menu and useprecompressedtextures 0 in your cfg.



reko@Posted: Sun Aug 22, 2010 3:31 pm :
Using Precompressed textures might affect the gameplay.

seta image_useprecompressedtextures 0 in the .cfg



Z008MJ@Posted: Sun Aug 22, 2010 5:21 pm :
Ok, i got the link to work, however, i already use a mod that requires precompressed textures, how do i go about this then?



vertex007@Posted: Tue Aug 24, 2010 2:12 am :
someone has saved his tutorials by chance ?

his whole site project is gone ... :(



aNoN_@Posted: Wed Sep 22, 2010 6:32 pm :
drill_sarge wrote:
.(wish I had a card which supports super-sampling AA to get rid of aliasing caused by relief mapping)


I am running it with Super-sampling on my GTX 295, using nHancer. 2x2 SSAA is just perfect because i can still manage to keep over 40fps with the brilliant highlights mod included, gonna try the HDR mod by sikk but i think my fps will go down quite a lot with the effects/techniques he use in that mod...

Though i can't seem to run 3x3 or 4x4 SSAA because only the SSAA+MSAA combined modes are working, thus 2x2SSAA+2,4 or 8x additional AA. And i've heard it's because Id Tech4 is running in OpenGL, so ive heard.

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...



drill_sarge@Posted: Thu Sep 23, 2010 7:52 am :
aNoN_ wrote:
drill_sarge wrote:

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...

yeah. looks awesome (+sikkpins mod :D)
we only need better models (more polycount).



aNoN_@Posted: Wed Sep 29, 2010 12:01 am :
drill_sarge wrote:
aNoN_ wrote:
drill_sarge wrote:

But hands down, Doom 3 with this texture mod + additional shadermods or mod packs such as the HDR mod here, makes the game look fantastic! even compared or better than todays games...

yeah. looks awesome (+sikkpins mod :D)
we only need better models (more polycount).


Maybe there's a way to implement tessellation? I know little of that area so... Anyway what we more need is optimization or faster gfx cards. Cuz i can't stay over 20 - 25 fps sometimes when soft-shadows are enabled. And that's on a GTX 295 card.



ViolentVocalist@Posted: Sun Nov 28, 2010 11:43 pm :
Hey Monoxead!

I just wanted to say that your textures are awesome! impressing how great this game could be with your textures!
I tested mcity with all quality features enabled and it's running smooth on my machine (8800gt).
are u still working on this!? :?:

greeetz