eskimo roll@Posted: Wed Sep 08, 2004 2:11 pm :
Doom3world texture challenge #1 crates & barrels
A container, such as a slatted wooden case, used for storing or shipping.
Edit, don't feel like a wooden box is what you have to stick to, think out of the box. [slaps self]
It's about time we had an informal challenge here at Doom3world, so here it is. The aim of the challenge is to learn new texture making techniques and to pass on information to fellow texture artists whilst giving constructive feedback to fellow members. Whilst creating some new crate textures that could be converted to models at a later stage.
The minimum submission requirements for the challenge are:
- An in game shot of the texture/s, in jpg format.
- The composite textures: diffuse, specular & normal.
- an explanation into the process & working insight.
- Please do not use any material or images that have a Copyright © without the owners permission if it's needed.
Post all submissions in a post in this thread, there is no deadline to this challenge.
It is also encouraged that people post links to zips that are hosted by the author, or independently hosted. The links will be posted in a submissions thread that will be started when needed.
to view the How to create Textures for Doom3 thread, happy texture making.
Edits, darn typos, bb & a added the option of barrels seeing as they lurk in the same area's
Ubiquitous@Posted: Wed Sep 08, 2004 7:22 pm :
is a quick crate I knocked up using an image from http://www.theory.org/~strthrwr/patterns/index.html
The image of a crate with a handle hole in it was used for the sides of the crate. The front/back of the crate was made firstly by using the clone stamp tool in Photoshop to touch out the handle. The explosive symbol came from a Return to Castle Wolfenstein texture (I had to add the 'e' on the end since the sign was in german) which was added as a new layer with the blend mode set to hard light.
For the top of the crate I again used the clone stamp tool to remove the handle hole and added some minor stains using a grunge-ey photoshop brush that I made up. The bottom was the same apart from the fact that I cloned the rust all the way around the edge of the metal to match up with the bottom of the fromt/side textures.
All four of these were combined into a single image which was duplicated twice for work on the normal and specular maps. Both of these were simply painted by hand (over the top of the existing design for reference) in acordance with what parts ought to be shiny/dull or raised/inset.
Finally I wrote the following simple material code to get the textures into the game:
qer_editorimage textures/ubiquitous/phototex/ubicrate01_d.tga // custom DOOMEdit material preview image
diffusemap textures/ubiquitous/phototex/ubicrate01_d.tga // color and value information for the material
bumpmap textures/ubiquitous/phototex/ubicrate01_local.tga // normalmap for bumpmapped appearance
specularmap textures/ubiquitous/phototex/ubicrate01_s.tga // specular highlights
The actual texture files themselves are availible here:
I know this isnt the best texture in the world but hey, someone had to get the ball rolling.
TheGargoyle@Posted: Wed Sep 08, 2004 9:46 pm :
Heres my crate textures that i got from http://www.planetquake.com/subverse/
. I thought it turned out pretty nice. There is no Specular map for this texture because i prefer not to use one unless im making a metal or wet texture. Heres the code
qer_editorimage textures/custom/wood_crate_1_ed.tga // custom DOOMEdit material preview image
diffusemap textures/custom/wood_crate_1_d.tga // color and value information for the material
bumpmap textures/custom/wood_crate_1_local.tga // normalmap for bumpmapped appearance
Immortal@Posted: Thu Sep 09, 2004 12:07 am :
Here is for mine
Very basic material ...
Originaly designed to be a door. But I thought it could also be ok for a crate. The original texture is 1024*512, it been resized.
Concerning the diffuse map: the wood is taken from a photo of a furniture and tweaked a bit ... less brightness and color changes. I also added a dirty concrete wall layer in overlay mode. But it doesn't jump to the eye.
The metal textures are a metl of height map, concrete overlay, metal photo and scratches made of noise and motion blur.
I used to same idea for nails but I added some blending options.
Specular map : I kept the wood surface darker so it won't be too shiny whereas the metal parts are just following the diffuse map brightness in grayscale.
Bumpmap : Is mainly some reworked wood surface + metal heightmap with nvidia height to local converter applied on it.
For the barell here's the picture
I'll post more later since it's more than 2am already doh !
kat@Posted: Thu Sep 09, 2004 1:34 am :
Don't go to bright (white) with the specularMap, you'll want to tone it right down to almost black otherwise everything looks like it's been buffed and polished..!
insectattack@Posted: Thu Sep 09, 2004 2:37 am :
No reference image used.
I started with the grayscale, then added a sloppy diffuse
and for the specularmap my alltime favorite:
I take the grayscale and use the Glowing Edges Filter
(Photoshop: Filter > Stylize > Glowing Edges...)
Looks nice on metal and stone textures too! This filter also works great on normalmaps, in case you have renderbumpflated a model and need a specular for that.
Well, it's a good start at least.
Grayscale, Local, Diffuse, Specular (gamma-corrected)
tried some barrels but it was very frustrating, so i made some jerrycans instead...
Looks like crap but at least you know what it's supposed to be
Grayscale, Local, Diffuse, Specular (gamma-corrected)
eskimo roll@Posted: Thu Sep 09, 2004 3:00 pm :
Nice work so far, here's my first crate.
The light edging around the Specularmap was made by using a combination of the diffuse along with the normalmap texture using the editor creation method (desaturate, auto contrast) then Copy, rotate 180 & paste, use blending & merge layers, then blending exclusion was used.
My crate was created using PS and the nvidia normalmap plugin.
click on image to enlarge.
Here's the dissuse, specular, heightmap & normalmap.
subverse@Posted: Fri Sep 10, 2004 7:52 am :
Somewhere between crates and barrels, god made boxes. Some time later, I did this:
Height, diffuse, specular, normal.
No special tricks, just a simple object. I used Photoshop + Maya 6 and found this tutorial helpful: http://www.jeffparrott.com/normalmaptut_01.html
Source images via http://www.google.com/advanced_image_search?hl=en
zeh@Posted: Sat Sep 11, 2004 6:53 pm :
Okey, my time.
Results are ok, I guess. This was my first time creating a heightmap and the first time using nvidia's plugin - I really hated the way it worked: I created some simple heightmaps and it'd create some really weird normal maps - but I guess I have to learn to use it properly.
I got the wood normals wrong - I tried several tricks to make it look like wood sulks without looking comic-like but in the end the heights didn't work like I wanted them to. Anyways, it's ok for a first, I guess.
I did everything following the texture tutorials
. Good tutorials.
I only did one of the crate sides btw.
Here it is: diffuse, specular, normal maps.
I used a wood texture from 3dcafe for the base of the crate. The rounded stamp was from images.google.com. The receipt was from google too. The rest was done on photoshop.
Here's some of the references I used, and the stamp and receipt images. I don't know what they are and they're probably subject to copyright, but it was just a personal lesson and not for distribution so I guess it's not a problem.
eskimo roll@Posted: Tue Sep 14, 2004 6:41 pm :
Thought I'd give a wooden crate a bash, along with a barrel:
not much to say about the process, the screenies kind of speak for themselves;
click on image to enlarge.
subverse@Posted: Wed Sep 22, 2004 3:18 pm :
Here’s a crate texture I whipped up. It’s just on a brush.
… needs more normal mapping tweaks on top.
Made the diffuse first then generated the specular and height from it.
Than made the normal from the height.
Clockwise, Normal, inverted Specular, Diffuse, Height.
Staffan@Posted: Sat Sep 25, 2004 3:35 pm :
I did this as an excersize in scratchpainting (painting scratches from scratch, heh) in photoshop...All except for the logos was painted with my wacom-tablet...I'll ad some more tweaks and post the textures later, gotta run off now. This image was rendered in maya, i hope someone can export the model to a level and post some in-game screenshots later...
Staffan@Posted: Sun Sep 26, 2004 2:54 pm :
Here's a zip-file with the model and all textures: http://www.3dluvr.com/staffan/models/barrel.zip
i included a psd-file with all layers too, i hope it will have some educational value. t would be nice if someone could put it in a level and post some screenshots...
ajerara@Posted: Wed Oct 13, 2004 5:55 am :
well, I got a wip shot anyway, been struggling with renderbump and .ase for a couple of weeks. The uvs are bad on the top of the barrel, and the texture is still pretty plain so I need to try and improve those things, but at least it's something to show for all my labor, and I got it to show up in the map.
satch919@Posted: Wed Apr 13, 2005 3:13 am :
Lookin' good guys. Keep up the good work.
irishlostboy1980@Posted: Wed Jun 07, 2006 12:44 pm :
can anyone find the .mtl file for the exploding barrel? i have a whole new set of textures that i want to apply to it, bet i cant find the .mtl.
i tried to find-replace using the "same name" principle, but only the diffuse (.dds) shows up. the local specular and heighth map are only as .tga in the doom 3 content, and dont show up when using same name replacements. i want to use the mesh model of the exploding barrel, because it has uv cordinates.
then my barrels will kick your ass!!!... just kidding
rich_is_bored@Posted: Wed Jun 07, 2006 4:30 pm :
There are 12 material shaders for exploding barrels in senetemp.mtr. They all have "exp_barrel" in their name.