eskimo roll@Posted: Wed Sep 29, 2004 1:18 am    Post subject: Texture challenge #2 Brick, cobbles, stone wall & floors: Doom3world texture challenge #2 Brick, cobbles, stone wall & floors

Here's the second texture challlenge, I don't want to throw any mud especially this early in a challenge, but. I think Phooka may have rigged last moths voting, you had better post some images Phook's j/k, no pressure Smile. The voting for next months challenge has been moved here as it's better that way.

Post all submissions in a post in this thread, there is no deadline to this challenge & it will be kept as a sticky until next months challenge.


Also feel free to upload zips if you want to demonstrate technique or in order to get better feedback.

Here's a link to the first texture challenge> crates, barrels & other lurking objects feel free to take part in that also.

Please post any suggestions regarding future Texture challenges in THIS thread, happy texture making.
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ajerara@Posted: Wed Sep 29, 2004 5:43 am    Post subject: : ahhh... think I may be able to do this one. I've been trying to make a barrel for a week now, I have a stack of tutorials printed out and still no success. No renderbump, no nothing. AAaaaaaaaaahhhhh!


bb_matt@Posted: Wed Sep 29, 2004 10:45 am    Post subject: : Yay !

I'm into this one - I couldn't think of a crate idea that hadn't been done in the last challenge or in doom3 Smile



De@Posted: Wed Sep 29, 2004 3:07 pm    Post subject: : i think i just might have to give this one a try

btw, whats up with next 'moths'? challange Razz



zeh@Posted: Wed Sep 29, 2004 3:51 pm    Post subject: : Go doors! \o/
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insectattack@Posted: Sun Oct 03, 2004 6:18 pm    Post subject: : My initial intention was to create some ancient temple brickwall with moss and lichen (sp?) like this
but the final texture looks totally different.


click on image for 1024x768 version

Grayscale, Local

Diffuse, Specular (gamma-corrected)


What happened to bb_matt's swimming pool stuff btw?
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De@Posted: Sun Oct 03, 2004 6:53 pm    Post subject: : looks nice
any details on the methods you used to create each image?



insectattack@Posted: Sun Oct 03, 2004 9:58 pm    Post subject: : what can i say? It's all PhotoShop
This is the initial grid and then after endless painting (got meself a wacom tablet Smile),
erasing, selecting, adjusting, tweaking, ... i get this:

This image is not only used to generate the Localmap via nvidia plugin but is also reused in the diffusemap and, through the glowing edges filter, serves as a base for the specular map.
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bb_matt@Posted: Mon Oct 04, 2004 6:27 am    Post subject: :
Quote:
What happened to bb_matt's swimming pool stuff btw?


Decided it wasn't really right for this challenge - didn't fit with the theme.



ajerara@Posted: Wed Oct 06, 2004 5:24 am    Post subject: : Well, I haven't anything solid to contribute yet, but on a test rockish texture I made a specularmap, it made the texture look plastic-y, so I added some noise to the specularmap and it really helped to make the rockish surface look more natural. Things like bricks tend to absorb light rather than reflect it. maybe I should try it on a normal map, too. Generated in Photoshop since I can't make renderbump work fo' sheezy.


lovecrafty@Posted: Wed Oct 06, 2004 8:36 am    Post subject: : Here are images of my red sandstone-like texture I made using Zbrush. In the first picture you can see a hippie-ish green texture I made as well, but the normal map seems to show the seams a bit when it is tiled. The red sandstone has diffuse and local textures, I haven't tried including a specular texture with anything I've made yet.




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bb_matt@Posted: Wed Oct 06, 2004 9:57 am    Post subject: : insectattack, looks good so far, but I'd have two comments :-

1. It's very dark - not sure whether it's my monitor, but it's very hard to make out detail on the ingame shots.

2. The angular 'cracks' are going to tile very repetitively on large sections of wall - it will result in obvious repetition. You can either make the wall 3 times longer, or have different segments of wall, with one standard segment that can tile without obvious repeating.

lovecrafty, it's hard to make out the local map detail on those textures from the screenshots - looks very flat, but that could be just the example geometry the texture is applied to.



bb_matt@Posted: Wed Oct 06, 2004 12:14 pm    Post subject: : Ok, here's a quick cobblestone floor or wall - depends what you want to use it for. The TGA textures are 512x512 giving leeway to use for a large block stone wall right down to small cobble stone floor.

First, the result of the texture :-



I've worked with a few local maps and this is the best so far - it's incredible how much you can change a texture with them.

Here's the links to the base photos used (first link is the stones, second I used for the grout)

http://www.sxc.hu/browse.phtml?f=view&id=1723
http://www.sxc.hu/browse.phtml?f=view&id=165860

If you look at the first link of the cobble stones, I first free transformed it in photoshop like so :-



Basically, you go into free transform mode, hold down the control key and drag the handles with the left mouse button to distort the shape. This is very useful if you want to get an angled photo looking more flat, as is the case here.

I then started a new 512x512 canvas and cut out various rocks from the above transformed photo, laying them onto the canvas and shifting them as I went, getting a perfectly tiled texture like so :-



These were all flattened into one layer that I could easily mask off with the CTRL key, which would just select the stones. I took out obvious dark details like shadows with the clone brush.

For the grount, I took the image from the second link above, took a 512x512 section out of it, did an offset filter, fixed the seams and pasted it under my rocks to get the diffuse :-



I then duplicated the rocks layer, whapped it onto a black background, desaturated the duplicate layer, changed the brightness a bit and ran the nvidia local map filter to get :-



The specular I used a similar method then just adjusted contrast/brightness to get



Took about 2 hours.

Here's the same with a different local :-






heidinabucket@Posted: Wed Oct 06, 2004 2:41 pm    Post subject: : That cobblestone is fantastic!
Well done man!
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bb_matt@Posted: Wed Oct 06, 2004 4:45 pm    Post subject: :
heidinabucket wrote:
That cobblestone is fantastic!
Well done man!


Thanks !

If you want the originals for anything, gimme a shout and I'll send um over.

Which reminds me, Eskimo Roll - what are we going to do with the textures made during this discussion/learning process ?

I reckon we should issue a texture pak after about the 5th challenge or so ?



insectattack@Posted: Wed Oct 06, 2004 9:56 pm    Post subject: :
bb_matt wrote:
insectattack, looks good so far

Thanks, the Cobblestone looks good too!
bb_matt wrote:
1. It's very dark - not sure whether it's my monitor, but it's very hard to make out detail on the ingame shots.

2. The angular 'cracks' are going to tile very repetitively on large sections of wall - it will result in obvious repetition. You can either make the wall 3 times longer, or have different segments of wall, with one standard segment that can tile without obvious repeating.

Agreed.
Changed the diffuse and removed the cracks,
Here is an ingame shot with the updated texture.

EDIT, another update:
Jungle Fever Variation Smile

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eskimo roll@Posted: Thu Oct 07, 2004 12:30 pm    Post subject: : Matt, you could get a little more of a curved motor/dirt build up by selecting the motor using Select/Modify/Contract and then using levels to get the depth in the heightmap. Looking good so far, your tiles also looked v sweet, is that the Moroccan set that you were working on that your developing.

Nice work, insectattack, looking good from the ingame shot (the first one) the second is starting to look beliveable as an environment, that area really needs some water somewhere, it kind of looks likea disused sauna/health spa.

Going to have a crack at getting something together after realworld work, not had time to do anything yet cause I have managed to get some paid freelance photoshop work, for an advertisment in a newpaper for an Asian fasion show/pop act type of event, it's funny because my photoshop skills only came on as a result of the texture challenges that used to take place at the map ceneter.

as usual> sp?

Quote:
Which reminds me, Eskimo Roll - what are we going to do with the textures made during this discussion/learning process ?


I can host the files and they could be liked to the D3W assets section on the main page, if people are willing to submit files, we would need to set up some guildlines for that I suppose, for example, for limiting file sizes and such, maybe we should limit the download to 256x256 size textures also along with using jpegs where possible.



subverse@Posted: Thu Oct 07, 2004 9:40 pm    Post subject: : Great stuff everyone! Here’s my contribution:





For the brick wall normal I did 2 normal maps and merged them. Seems “overlay” can work sometimes, but I cut them to fit together this time. 1 map for the bricks, from a black and white grid, and another for the surface detail. For the latter I painted broken bits onto the diffuse in grayscale and adjusted the normal filter. In the end, I went too deep on the bricks normal map…

http://newlogicmedia.com/wip/stone/brickwall.jpg

I’ve cropped the sidewalk diffuse, and left out the specular, as it cant be perceived by human eyes anyway Wink All the parallel lines kept creating that messed up banding effect, but finally I got it acceptable after toning down the specular and corrupting the effect by dirtying the diffuse and normal, (thereby reducing the occurrence of stacked parallel lines and reducing the banding effect). Any smaller size kills this textures detail, unfortunately…

http://newlogicmedia.com/wip/stone/sidewalk.jpg

I used Filter/artistic/poster_edges to generate the gravel specular and 1 of its 2 normal maps. The other normal was made from a modified diffuse. Both were combined for final effect. Burned in shadows and highlights from the photo-source was a problem, remedied by dodge and burning to even it out…

http://newlogicmedia.com/wip/stone/gravel.jpg

(Note: I invert my speculars here for easier viewing.)

[EDIT]re-edit the [img] tags once you've resized the two sshots to less than 640pixels >kat<



eskimo roll@Posted: Fri Oct 08, 2004 2:27 am    Post subject: : Here's an attempt at a floor the bricks are a little too square for my liking, no prizes for guesses at where the inspiration came from. The heightmap is a combination of the terragen method as explained by Black Dog in this forum and some black airbrush. The diffuse is combination of two composite photo samples that have been manipulated to take away the harsh high/low lighting, along with the black airbrush and the mortar rasta using some blending options. the spec is a combination of the normal that has been desaturated and transparency added, along with levels and some select/modify/expand applied. The decal to the right is decals/sdirt11

Images> Ingame, diffuse, height, local, specular.

imagine the hand bobbing Smile.





bring on doors challenge no3 - fingers crossed Twisted Evil.
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ajerara@Posted: Fri Oct 08, 2004 3:50 am    Post subject: : Eskimo, is the small greyscale tex in the middle just what you used to make the normal map from? Or is it serving as a heightmap?