Like the rest of the challenges the title pretty much speaks for itself, this time it's all about Doors & related textures such as door frame, edging, floor tracks, or whatever your mind thinks a door is, feel free to be creative as long as you have some justification that will not make others throw wet fish in your general direction. have fun.
Submission requirements for this 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 & other such ramblings.
I am so tired of creating walls and floors that I was really looking forward for a completely different challenge... bring it on!
eskimo roll@Posted: Fri Nov 12, 2004 12:08 am :
mmm, I wonder why this challenge is not getting much interest, would it be as a result of Halo2, HL2 along with PC upgrades/overtime, christmas and the usual seasonal stress that comes with this time of year.
I thought November was a little early for it to be setting in though.
I doubt there will be a December Challenge as a result of the little interest, so this one will carry forward for that month, please feel free to post seasonal textures in this thread if your up for it.
bb_matt@Posted: Fri Nov 12, 2004 6:53 am :
I've been meaning to do something since last weekend - will definately have a meddle this weekend - what I think I'll do is create with the level I'm making in mind as a way to "kill two birds with one stone"
It is way too early for the festive season to be kicking in, but there's another big thing coming up this month and that's HL2.
Maybe everyone is playing San Andreas on PS2 ?
If I had a PS2, I'd be sure to be spending every spare moment I had as the GTA series really got me hooked badly !
rich_is_bored@Posted: Fri Nov 12, 2004 7:56 am :
I've been wanting to do something aswell but I'm drawing up blanks trying to think of something challenging.
Perhaps some examples that people would like to see would get things rolling?
phooka@Posted: Fri Nov 12, 2004 7:56 am :
my life keeps on interferring with my editing... too many things going on at once with the moving and everything...
I hope I can produce stg even when small 4 next week!
bb_matt@Posted: Fri Nov 12, 2004 1:14 pm :
rich_is_bored wrote:
I've been wanting to do something aswell but I'm drawing up blanks trying to think of something challenging.
Perhaps some examples that people would like to see would get things rolling?
A few things I was thinking of doing before deciding to create something to suit my level :-
A Combination of glass and steel in a single texture, with multiple material passes - possibly designed in such a way that should a mapper wish to, they can easily seperate the glass from the metal by using multiple brushes.
A dented steel door - possibly like those industrial sized freezers, or even a morgue freezer door (just for that creepy edge) - the door would have an env map stage in the material file. The dents would obviously be done with bump maps.
Huge ass spaceship bay doors - those are always in demand
I guese nobody is going to post some doors, so here i gooo.
I'm creating a graveyard scene. Here's a door i wiped together in photoshop. I'm going to model it in maya, so it can be opened.
but this is what i have so far.
I'm not going for that doom look. more of a old graveyard scene.
subverse@Posted: Mon Nov 15, 2004 4:28 am :
This is a quick conversion of an old school texture. I used the PS plugin for the normal. 2 passes were used in normal creation. One for the bulky elements and one for the fine window mesh.
rich_is_bored@Posted: Mon Nov 15, 2004 4:46 am :
I've got something in the works. Stay tuned.
Tetzlaff@Posted: Mon Nov 15, 2004 9:17 pm :
Greenwu007 wrote:
sUp,
I'm not going for that doom look. more of a old graveyard scene.
It actually has a Doom look, just not a Doom3 look... it´s kind of Doom2 style, with the turquoise colour scheme and the neogothic design
rich_is_bored@Posted: Tue Nov 16, 2004 2:01 pm :
Okay, big reveal time...
This doorway is actually pretty unpractical considering it has a width of 48 units but I made it to scale with the references I've found on the web.
The problem is the doorway is so narrow monsters don't bother trying to walk through it even though the player can.
Anyway, it's the smallest of arched doorways I'm working on and the rest of them should be a piece of cake since I have the process worked out.
One thing I would like to do is to make the actual door an articulated figure so that it "swings" on hinges. This way it behaves as a physics object and can be pushed open or closed.
If anyone figures out how to export a rigged model from Lightwave and can setup an articulated figure I could use some help with that.
Anyway, if anyone would like to see this firsthand let me know and I'll zip it up and post a link.
I think I'm going to soften the bump up a bit on the wood. It seems a bit harsh now that I'm looking at it in these screens.
EDIT: Oh yeah, I found an unexpected source of inspiration when I stumbled on this site...
Lots of neat little gothic castle type stuff and I'll be working on translating most of it into textures.
pbmax@Posted: Tue Nov 16, 2004 2:23 pm :
i also love that column!
rich_is_bored@Posted: Tue Nov 16, 2004 10:20 pm :
I've still got to add detail to the diffusemap on those columns but thanks.
Anyway, I'm sitting here working out the dimensions for a new arch texture for windows when all of a sudden my lack of mapping experience jumps up and bites me in the ass.
Check this out...
All I did here was use a texture that is just one square brick. Then I constructed each side of the window arch out of 3 patches (5 if you count what would be needed to also do the other side).
You have a bevel on the inside, a bent patch on the outside, and an inverted bevel where the arch meets the brick texture.
And the sad part is I spent almost an entire day working out how to get the textures working on the original archway for the door in my post above.
Meh.
Oh well, I'm learning.
The good news is I can still employ that knowledge when I make stained glass textures.
ajerara@Posted: Wed Nov 17, 2004 7:55 am :
Nice one. Yes, I think Doom3 sorely needs some gothic texture sets. I mean, what is more hellish than some of those old stained glass windows? Even more scary was this church in Torcello, Italy, with the most frightening dark, tortured, bony Christ on the cross I could ever imagine. I'm glad I don't live in those times. If I didn't have respect I'd turn it into a D3 model.
bb_matt@Posted: Mon Nov 22, 2004 10:49 am :
Doom3world • View topic - Doom3world texture challenge #3 Doorways
Post subject: Doom3world texture challenge #3 Doorways
Posted: Thu Oct 28, 2004 1:53 am
leviticus
Joined: Thu Nov 08, 2001 11:00 pm Posts: 362 Location: UK, Manchester
Doom3world texture challenge #3 Doorways
Like the rest of the challenges the title pretty much speaks for itself, this time it's all about Doors & related textures such as door frame, edging, floor tracks, or whatever your mind thinks a door is, feel free to be creative as long as you have some justification that will not make others throw wet fish in your general direction. have fun.
Submission requirements for this 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 & other such ramblings.
I am so tired of creating walls and floors that I was really looking forward for a completely different challenge... bring it on!
_________________ 'The life of the Catalan is an act of continuous affirmation. It is because of this that the defining element of the Catalan psychology is the desire to be.'
Joined: Thu Nov 08, 2001 11:00 pm Posts: 362 Location: UK, Manchester
mmm, I wonder why this challenge is not getting much interest, would it be as a result of Halo2, HL2 along with PC upgrades/overtime, christmas and the usual seasonal stress that comes with this time of year.
I thought November was a little early for it to be setting in though.
I doubt there will be a December Challenge as a result of the little interest, so this one will carry forward for that month, please feel free to post seasonal textures in this thread if your up for it.
Joined: Tue Nov 05, 2002 10:20 am Posts: 3258 Location: London
I've been meaning to do something since last weekend - will definately have a meddle this weekend - what I think I'll do is create with the level I'm making in mind as a way to "kill two birds with one stone"
It is way too early for the festive season to be kicking in, but there's another big thing coming up this month and that's HL2.
Maybe everyone is playing San Andreas on PS2 ?
If I had a PS2, I'd be sure to be spending every spare moment I had as the GTA series really got me hooked badly !
my life keeps on interferring with my editing... too many things going on at once with the moving and everything...
I hope I can produce stg even when small 4 next week!
_________________ 'The life of the Catalan is an act of continuous affirmation. It is because of this that the defining element of the Catalan psychology is the desire to be.'
Joined: Tue Nov 05, 2002 10:20 am Posts: 3258 Location: London
rich_is_bored wrote:
I've been wanting to do something aswell but I'm drawing up blanks trying to think of something challenging.
Perhaps some examples that people would like to see would get things rolling?
A few things I was thinking of doing before deciding to create something to suit my level :-
A Combination of glass and steel in a single texture, with multiple material passes - possibly designed in such a way that should a mapper wish to, they can easily seperate the glass from the metal by using multiple brushes.
A dented steel door - possibly like those industrial sized freezers, or even a morgue freezer door (just for that creepy edge) - the door would have an env map stage in the material file. The dents would obviously be done with bump maps.
Huge ass spaceship bay doors - those are always in demand
Joined: Wed Aug 11, 2004 11:16 pm Posts: 47 Location: Connectishit, U. S. of yAy
sUp,
I guese nobody is going to post some doors, so here i gooo.
I'm creating a graveyard scene. Here's a door i wiped together in photoshop. I'm going to model it in maya, so it can be opened.
but this is what i have so far.
I'm not going for that doom look. more of a old graveyard scene.
_________________ ONE day. I'll get out of killing Lobsters and become a 3d artist/animator
Joined: Fri Jan 31, 2003 12:04 am Posts: 139 Location: Dark Underworld
This is a quick conversion of an old school texture. I used the PS plugin for the normal. 2 passes were used in normal creation. One for the bulky elements and one for the fine window mesh.
Joined: Sat Jan 11, 2003 8:30 pm Posts: 7565 Location: Orlando, FL
Okay, big reveal time...
This doorway is actually pretty unpractical considering it has a width of 48 units but I made it to scale with the references I've found on the web.
The problem is the doorway is so narrow monsters don't bother trying to walk through it even though the player can.
Anyway, it's the smallest of arched doorways I'm working on and the rest of them should be a piece of cake since I have the process worked out.
One thing I would like to do is to make the actual door an articulated figure so that it "swings" on hinges. This way it behaves as a physics object and can be pushed open or closed.
If anyone figures out how to export a rigged model from Lightwave and can setup an articulated figure I could use some help with that.
Anyway, if anyone would like to see this firsthand let me know and I'll zip it up and post a link.
I think I'm going to soften the bump up a bit on the wood. It seems a bit harsh now that I'm looking at it in these screens.
EDIT: Oh yeah, I found an unexpected source of inspiration when I stumbled on this site...
Joined: Sat Jan 11, 2003 8:30 pm Posts: 7565 Location: Orlando, FL
I've still got to add detail to the diffusemap on those columns but thanks.
Anyway, I'm sitting here working out the dimensions for a new arch texture for windows when all of a sudden my lack of mapping experience jumps up and bites me in the ass.
Check this out...
All I did here was use a texture that is just one square brick. Then I constructed each side of the window arch out of 3 patches (5 if you count what would be needed to also do the other side).
You have a bevel on the inside, a bent patch on the outside, and an inverted bevel where the arch meets the brick texture.
And the sad part is I spent almost an entire day working out how to get the textures working on the original archway for the door in my post above.
Meh.
Oh well, I'm learning.
The good news is I can still employ that knowledge when I make stained glass textures.
_________________ Staff Learn something today? Why not write an article about it on modwiki.net?
Joined: Thu Jan 30, 2003 3:27 am Posts: 559 Location: USA
Nice one. Yes, I think Doom3 sorely needs some gothic texture sets. I mean, what is more hellish than some of those old stained glass windows? Even more scary was this church in Torcello, Italy, with the most frightening dark, tortured, bony Christ on the cross I could ever imagine. I'm glad I don't live in those times. If I didn't have respect I'd turn it into a D3 model.