Gabrobot@Posted: Mon May 09, 2005 5:12 am    Post subject: : I was just thinking...I wonder if ground textures like grass would look a bit better with another normal map blended in to make the ground a bit uneven...might make things look a bit more organic.

Great work in any case. Smile



pbmax@Posted: Tue May 10, 2005 5:29 pm    Post subject: : leaves, shmeaves...

i like that rock texture!
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RazorBladder@Posted: Mon May 23, 2005 11:57 pm    Post subject: : Dunno if I'm totally fucking a corpse here but...

Unfortunately it seems grass will forever be an enigmatic frustration with this kind of engine.

I dig the rock texture a lot and the leaves look great... for leaves.
I'll have to see about relying more on that style of base heightmap as it seems to be producing the best results for 2d normal map generation.

Generating it the traditional 3d way is givin me a headache tbh :p



rich_is_bored@Posted: Tue May 24, 2005 3:30 am    Post subject: : There's an idea I have for grass that I've been tossing around in my head but I haven't really had time to try it.

Anyway, the idea is that you can emit particles from brushes by using the "deform particle" keywords in your material shader.

So, what if you made a simple grass decal like this...



... and made use of it in a particle effect.

The trick being that the particle effect is static as in a large number of particles spawn immediately but they don't move and they don't die.

Now, if this particle effect were applied to a material and that material was applied to terrain then the game should place grass across the surface.

Just an idea but I think it may work.

Of course, I can't really see this as being a fantastic solution because it you'd think it would really hurt performance if you tried to cover a terrain surface with enough grass particles so it looked like it was completely covered.
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phooka@Posted: Thu Jun 02, 2005 8:05 am    Post subject: : rich, that looks absolutelly fantastic... shame it can be used in massive terrain sections!

However, for a little "small garden" type thing it would be great...

BTW, is this challenge still going on?

david
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rich_is_bored@Posted: Thu Jun 02, 2005 8:30 am    Post subject: : Actually, that's not my work. I just borrowed the screen from Oneoftheeightdevils to help explain the idea.

And yes, all the texture challenges are still open for new submissions.

There is no real winner. It's more or less just an opportunity to test yourself and flaunt your work.
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Kickboard@Posted: Thu Jun 02, 2005 9:50 am    Post subject: : I've seen someone do that particle effect somwhere else but i forget who did it, it is a very nice solution but is there a way you could just make a smaller amount of particles(just enough to make a structure) so they wont die either, and in return less particles greater performance ?

Or maybe take it to the next step and make those particles die when they get stepped on or shot at Razz



phooka@Posted: Thu Jun 02, 2005 1:47 pm    Post subject: :
rich_is_bored wrote:
Actually, that's not my work. I just borrowed the screen from Oneoftheeightdevils to help explain the idea.

And yes, all the texture challenges are still open for new submissions.

There is no real winner. It's more or less just an opportunity to test yourself and flaunt your work.


Good! Smile
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kat@Posted: Wed Aug 03, 2005 3:45 am    Post subject: : Just spent the last couple of days on this 'test'. It turns out quite good but I kind of miss there being actual geometry there to cast long shadows, like the tree roots (which kinda makes the texture look a little 'odd')



larger shots
http://www.quake3bits.com/misc/woodland1.jpg
http://www.quake3bits.com/misc/woodland2.jpg
http://www.quake3bits.com/misc/woodland_closer.jpg

Obviously there's some nasty ass tiling going (rocks repeat to obviously over large area) there becasue the surface is essentially 'zoomed' in to close, but something like this might work as a 'path' rather than a general 'terrain' texture. Interesting test anyway.

PS. all done in 3D btw.
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ViPr@Posted: Wed Aug 03, 2005 4:48 am    Post subject: : those rocks and logs are way too protrusive to be displayed convincingly like that. maybe when we get displacement mapping then you can push things this far.


kat@Posted: Wed Aug 03, 2005 1:53 pm    Post subject: : The rocks aren't too bad but I doubt even displacement mapping would help with the logs.

This does raise and interesting connudrum about 'details' in maps. We're supposed to limit the amount of brushwork so we don't have lots of shadow volumes being cast, but without those objects scenes look kind of 'flat' anyway becasue the bump maps don't project the type of shadows you'd want for this sort of subject matter.

It might just be a case of doing rocks only and then having mapobjects for things like tree roots. Gonna test this a bit more.
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xfxgeforced@Posted: Sun Oct 02, 2005 8:03 pm    Post subject: : fall is starting, and leave will be falling off the trees soon, which means ill take my digi camera outside and make some diffuse maps Wink
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Chapel@Posted: Thu Aug 24, 2006 6:07 am    Post subject: : Might it be easier and better looking to have bare rocks in the texture and then apply moss in decals?
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kat@Posted: Thu Aug 24, 2006 6:58 am    Post subject: :
Chapel wrote:
Might it be easier and better looking to have bare rocks in the texture and then apply moss in decals?
technically yes that'd work but visually it causes inconsistancies that are too noticable for what would in effect be a 'primary' texture. You either get a hard (unblended - they don't 'flow' into the surrounding pixels/colours) edge due to the decal and bumpmaps, or no bumpmaps and soft edges.

This is one thing I sincerely hope they 'fix' in the next engine.
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eskimo roll@Posted: Sat Dec 04, 2004 12:16 am    Post subject: Doom3world texture challenge #4 organics, rock, grass...: Doom3world texture challenge #4 organics, rock, grass and that

Like the rest of the challenges the title pretty much speaks for itself, this time it's all about organics, rock and grass type of textures, feel free to experiment, if you want to add some organics to an existing texture then go for it.

    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.
  • Please do not use any material or images that have a Copyright © without the owners permission if it's needed.
  • images must not be greater than 640 pixel width and try and keep the file size down >kat<
Here's a link to the other texture challenges, feel free to post in these as well, I would also strongly recommend reading through these other threads there's some decent information and insights into different styles of texture creation.
Texture challenge #1 Crates, barrels & other lurking objects
Texture challenge #2 Brick, cobbles, stone wall & floors
Texture challenge #3 Doorways
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bb_matt@Posted: Thu Dec 09, 2004 6:47 pm    Post subject: : Couldn't we spin this project into the "Doom3 can do it too" direction ?
The impetus is there to drive a texturing project as well as itself ?

In fact, make a specific call for textures in the "Doom3 can do it too" forum.



kat@Posted: Thu Dec 09, 2004 7:50 pm    Post subject: : I'd suggest leaving it separate as not everyone will won't to get involved in that directly *but* allowing those that do, the oppertunity to get involved if they want and cross post/pimp.
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Myth@Posted: Wed Dec 15, 2004 12:49 pm    Post subject: : Would be cool to learn fabrics, I don't have a scooby-doo how to approach them at the moment. I was surprised to see the poll results also favoring them so highly.


mirimar@Posted: Wed Dec 15, 2004 3:01 pm    Post subject: : When you say fabric, do you mean just putting in wrinkles like this?

http://img160.exs.cx/img160/9043/screenshot0041dv.gif
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Myth@Posted: Wed Dec 15, 2004 3:15 pm    Post subject: : Ooh, which tool did you use for that?

edit: The theme fabrics could be more diverse than you imagine, there's traditional cloth, heavy mat, silk, velvet etc. It could be used to learn in conjunction with map textures (like flags) or for model skinning (clothes etc).



mirimar@Posted: Wed Dec 15, 2004 3:21 pm    Post subject: : I made an alpha channel and put in blurry creases. Then you use the lighting effects filter.

http://img160.exs.cx/img160/8876/screenshot0053cf.gif

*EDIT*: changed [img] to [url]. der_ton
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Myth@Posted: Wed Dec 15, 2004 3:28 pm    Post subject: : Couldn't you just have made a new layer and applied the lighting effects to that somehow? Or can you apply settings to a specific channel?


mirimar@Posted: Wed Dec 15, 2004 3:41 pm    Post subject: : No. You need the transparency of the alpha channel. When you go back to the original texture, you wont see any difference until you apply the lighting effects to it.

If you want to do it on a seperate layer you could use the BURN and DODGE tools to make the folds. But they wont look as good.

Im going to put in a small tutorial about this on my site. Check it out under Creating Alpha Textures if you want.
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mirimar@Posted: Wed Dec 15, 2004 3:44 pm    Post subject: : Oh and please send me samples of the velvet and silk textures that you have. I would like to include them in the Texture Library if thats ok.
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Myth@Posted: Wed Dec 15, 2004 3:55 pm    Post subject: : Excellent, I'll look forward to it.

I'm afraid I don't have any fabric textures/source images, I was merely saying they were possibilities to make if we were to go ahead with a fabric challenge. If I take any source images I'll give you a yell though Smile



eskimo roll@Posted: Tue Dec 21, 2004 1:51 am    Post subject: : Here's my attempt at a grass texture, the local was generated using terragen to generate the heightmap and then the nvidia plugin for the normal. The diffuse is as you all guessed a photo sample.

The spec has not been included as it's just a darker saturated version of the diffuse.

Here's the images:
diffuse texture
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_d.jpg
local:
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_local.jpg

screenie:

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Last edited by eskimo roll on Tue Dec 21, 2004 6:27 pm; edited 1 time in total



kat@Posted: Tue Dec 21, 2004 2:03 am    Post subject: : interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.
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rich_is_bored@Posted: Tue Dec 21, 2004 2:14 am    Post subject: : I'm not sure grassy type textures would be best represented with a normal map.

I mean it seems to work fine for games like Halo where the lighting is static and precomputed but I just can't see it working so well in Doom 3.

A fur shader would probably work better. Shame nobody really knows how to write one eh? Smile

You could use vertex colors to adjust the height of the grass. Then you could "fade" from dirt to grass. This would allow you to make patchy vegetation which is more true to life.

Anyway, just a spontanious out of the box idea.
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eskimo roll@Posted: Tue Dec 21, 2004 2:16 am    Post subject: :
kat wrote:
interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.


Yeah, wasn't sure if using a rock style normal would work with the grass although I've seen a similar approached used on other games, halo & gunmetel iirc, the thing to remember is that the brain is a complex processor that fills in a lot of the information, so long as it reads grass then it will fill in the details and not really notice that the normal doesn't fit exactly with each individual blade of grass.

I wish I had the time to learn maya, been nibbling at it but just do not have the time atm, as a result of this I'll be stuck in photoshop and photography land for a while to come, hopefully though these skills will be enough for a placement on the the doom3 can do it project team Smile.
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kat@Posted: Tue Dec 21, 2004 2:45 am    Post subject: :
rich_is_bored wrote:
...A fur shader would probably work better. Shame nobody really knows how to write one eh?...
There was one for Quake 3, it worked by adding 'layers' on top of each other to build height and was ok as 'fur' but use it for things like grass and it just looked wrong becasue it wasn't what the brain (as eskimo hinted) was expecting to see as 'grass'.

I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?
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bullet@Posted: Tue Dec 21, 2004 5:54 am    Post subject: : would it be possible to write a shader that would use the normals created by the normal map to draw vertical lines, or perhaps just extend a texture plane from?

So it would take all the texture coordinates of the normals, then extend a thin plane (or group, would probably look better) either along the normal, or offset by some angle, with a colored gradient. Not sure if that'd work or not...

Maya Fur makes great-looking grass. I never saw the fur shader for Q3, but maybe it was just too "fuzzy" looking?
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Myth@Posted: Tue Dec 21, 2004 9:13 am    Post subject: :
kat wrote:
I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?


Probably, the nicest grass I recall seeing in a game is in UT2003/2004 with those long strands, they look good at hi res.



NocturnDragon@Posted: Tue Dec 21, 2004 11:54 am    Post subject: : Here there is some work i did over a year ago, i was playing around with a grass texture. (the screenshot was from tenebrae 2)
I cannot find the original model anymore (but it would take just a little time remake)

I haven't had the time to work on it anymore, but i wasn't really convinced with the diffuse channel, i might look better with some ambient occlusion added.

I have not doom3 under hand here,
Could some of you try and take a couple of screenshots in it with my texture?
Thanks a lot!

Screenshot


Edit: Linked the textures instead of showing them for the people with low bandwith. (and no i cannot save them as very compressed JPGs because those are the textures and are saved as lostless PNGs)

Diffuse Map
http://www.dragone.net/tenebrae/grass_diffuse.png

Normal Map
http://www.dragone.net/tenebrae/grass_norm.png

Specular Map
http://www.dragone.net/tenebrae/grass_gloss.png


Last edited by NocturnDragon on Tue Dec 21, 2004 6:20 pm; edited 1 time in total



eskimo roll@Posted: Tue Dec 21, 2004 4:19 pm    Post subject: : Here's an attempt at a rock texture using the same method as the grass with a diffuse thats set to a greater scale.

diffuse
http://www.levi.me.uk/_levi/d3/eskimo/errock05_d.jpg
local
http://www.levi.me.uk/_levi/d3/eskimo/errock05_local.jpg
ingame


NocturnDragon, will post a link of your grass texture later, now I need to food shop.
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Last edited by eskimo roll on Tue Dec 21, 2004 6:32 pm; edited 2 times in total



eskimo roll@Posted: Sat Dec 04, 2004 12:16 am    Post subject: Doom3world texture challenge #4 organics, rock, grass...: Doom3world texture challenge #4 organics, rock, grass and that

Like the rest of the challenges the title pretty much speaks for itself, this time it's all about organics, rock and grass type of textures, feel free to experiment, if you want to add some organics to an existing texture then go for it.

    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.
  • Please do not use any material or images that have a Copyright © without the owners permission if it's needed.
  • images must not be greater than 640 pixel width and try and keep the file size down >kat<
Here's a link to the other texture challenges, feel free to post in these as well, I would also strongly recommend reading through these other threads there's some decent information and insights into different styles of texture creation.
Texture challenge #1 Crates, barrels & other lurking objects
Texture challenge #2 Brick, cobbles, stone wall & floors
Texture challenge #3 Doorways
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bb_matt@Posted: Thu Dec 09, 2004 6:47 pm    Post subject: : Couldn't we spin this project into the "Doom3 can do it too" direction ?
The impetus is there to drive a texturing project as well as itself ?

In fact, make a specific call for textures in the "Doom3 can do it too" forum.



kat@Posted: Thu Dec 09, 2004 7:50 pm    Post subject: : I'd suggest leaving it separate as not everyone will won't to get involved in that directly *but* allowing those that do, the oppertunity to get involved if they want and cross post/pimp.
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Myth@Posted: Wed Dec 15, 2004 12:49 pm    Post subject: : Would be cool to learn fabrics, I don't have a scooby-doo how to approach them at the moment. I was surprised to see the poll results also favoring them so highly.


mirimar@Posted: Wed Dec 15, 2004 3:01 pm    Post subject: : When you say fabric, do you mean just putting in wrinkles like this?

http://img160.exs.cx/img160/9043/screenshot0041dv.gif
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Myth@Posted: Wed Dec 15, 2004 3:15 pm    Post subject: : Ooh, which tool did you use for that?

edit: The theme fabrics could be more diverse than you imagine, there's traditional cloth, heavy mat, silk, velvet etc. It could be used to learn in conjunction with map textures (like flags) or for model skinning (clothes etc).



mirimar@Posted: Wed Dec 15, 2004 3:21 pm    Post subject: : I made an alpha channel and put in blurry creases. Then you use the lighting effects filter.

http://img160.exs.cx/img160/8876/screenshot0053cf.gif

*EDIT*: changed [img] to [url]. der_ton
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Myth@Posted: Wed Dec 15, 2004 3:28 pm    Post subject: : Couldn't you just have made a new layer and applied the lighting effects to that somehow? Or can you apply settings to a specific channel?


mirimar@Posted: Wed Dec 15, 2004 3:41 pm    Post subject: : No. You need the transparency of the alpha channel. When you go back to the original texture, you wont see any difference until you apply the lighting effects to it.

If you want to do it on a seperate layer you could use the BURN and DODGE tools to make the folds. But they wont look as good.

Im going to put in a small tutorial about this on my site. Check it out under Creating Alpha Textures if you want.
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mirimar@Posted: Wed Dec 15, 2004 3:44 pm    Post subject: : Oh and please send me samples of the velvet and silk textures that you have. I would like to include them in the Texture Library if thats ok.
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Myth@Posted: Wed Dec 15, 2004 3:55 pm    Post subject: : Excellent, I'll look forward to it.

I'm afraid I don't have any fabric textures/source images, I was merely saying they were possibilities to make if we were to go ahead with a fabric challenge. If I take any source images I'll give you a yell though Smile



eskimo roll@Posted: Tue Dec 21, 2004 1:51 am    Post subject: : Here's my attempt at a grass texture, the local was generated using terragen to generate the heightmap and then the nvidia plugin for the normal. The diffuse is as you all guessed a photo sample.

The spec has not been included as it's just a darker saturated version of the diffuse.

Here's the images:
diffuse texture
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_d.jpg
local:
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_local.jpg

screenie:

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Last edited by eskimo roll on Tue Dec 21, 2004 6:27 pm; edited 1 time in total



kat@Posted: Tue Dec 21, 2004 2:03 am    Post subject: : interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.
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rich_is_bored@Posted: Tue Dec 21, 2004 2:14 am    Post subject: : I'm not sure grassy type textures would be best represented with a normal map.

I mean it seems to work fine for games like Halo where the lighting is static and precomputed but I just can't see it working so well in Doom 3.

A fur shader would probably work better. Shame nobody really knows how to write one eh? Smile

You could use vertex colors to adjust the height of the grass. Then you could "fade" from dirt to grass. This would allow you to make patchy vegetation which is more true to life.

Anyway, just a spontanious out of the box idea.
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eskimo roll@Posted: Tue Dec 21, 2004 2:16 am    Post subject: :
kat wrote:
interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.


Yeah, wasn't sure if using a rock style normal would work with the grass although I've seen a similar approached used on other games, halo & gunmetel iirc, the thing to remember is that the brain is a complex processor that fills in a lot of the information, so long as it reads grass then it will fill in the details and not really notice that the normal doesn't fit exactly with each individual blade of grass.

I wish I had the time to learn maya, been nibbling at it but just do not have the time atm, as a result of this I'll be stuck in photoshop and photography land for a while to come, hopefully though these skills will be enough for a placement on the the doom3 can do it project team Smile.
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kat@Posted: Tue Dec 21, 2004 2:45 am    Post subject: :
rich_is_bored wrote:
...A fur shader would probably work better. Shame nobody really knows how to write one eh?...
There was one for Quake 3, it worked by adding 'layers' on top of each other to build height and was ok as 'fur' but use it for things like grass and it just looked wrong becasue it wasn't what the brain (as eskimo hinted) was expecting to see as 'grass'.

I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?
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bullet@Posted: Tue Dec 21, 2004 5:54 am    Post subject: : would it be possible to write a shader that would use the normals created by the normal map to draw vertical lines, or perhaps just extend a texture plane from?

So it would take all the texture coordinates of the normals, then extend a thin plane (or group, would probably look better) either along the normal, or offset by some angle, with a colored gradient. Not sure if that'd work or not...

Maya Fur makes great-looking grass. I never saw the fur shader for Q3, but maybe it was just too "fuzzy" looking?
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Myth@Posted: Tue Dec 21, 2004 9:13 am    Post subject: :
kat wrote:
I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?


Probably, the nicest grass I recall seeing in a game is in UT2003/2004 with those long strands, they look good at hi res.



NocturnDragon@Posted: Tue Dec 21, 2004 11:54 am    Post subject: : Here there is some work i did over a year ago, i was playing around with a grass texture. (the screenshot was from tenebrae 2)
I cannot find the original model anymore (but it would take just a little time remake)

I haven't had the time to work on it anymore, but i wasn't really convinced with the diffuse channel, i might look better with some ambient occlusion added.

I have not doom3 under hand here,
Could some of you try and take a couple of screenshots in it with my texture?
Thanks a lot!

Screenshot


Edit: Linked the textures instead of showing them for the people with low bandwith. (and no i cannot save them as very compressed JPGs because those are the textures and are saved as lostless PNGs)

Diffuse Map
http://www.dragone.net/tenebrae/grass_diffuse.png

Normal Map
http://www.dragone.net/tenebrae/grass_norm.png

Specular Map
http://www.dragone.net/tenebrae/grass_gloss.png


Last edited by NocturnDragon on Tue Dec 21, 2004 6:20 pm; edited 1 time in total



eskimo roll@Posted: Tue Dec 21, 2004 4:19 pm    Post subject: : Here's an attempt at a rock texture using the same method as the grass with a diffuse thats set to a greater scale.

diffuse
http://www.levi.me.uk/_levi/d3/eskimo/errock05_d.jpg
local
http://www.levi.me.uk/_levi/d3/eskimo/errock05_local.jpg
ingame


NocturnDragon, will post a link of your grass texture later, now I need to food shop.
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Last edited by eskimo roll on Tue Dec 21, 2004 6:32 pm; edited 2 times in total



Myth@Posted: Tue Dec 21, 2004 4:45 pm    Post subject: : Eskimo: Big improvement man, although it looks a little lumpy for grass imo. Looks more suitable for a floor of hay or straw where it's more likely to clump up.


bb_matt@Posted: Tue Dec 21, 2004 5:31 pm    Post subject: : Man, can people take it easy with the file size ? - is it really neccessary to post 100k images that can be viewed 80% the same at 30k ?


eskimo roll@Posted: Tue Dec 21, 2004 6:27 pm    Post subject: :
bb_matt wrote:
Man, can people take it easy with the file size ? - is it really neccessary to post 100k images that can be viewed 80% the same at 30k ?


Point taken, My images have been reduced in filesize

Come on folks bring on that better grass Smile, screenies are god.
edit the edit the edit the edit the edit the edit the edit.
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Last edited by eskimo roll on Wed Dec 22, 2004 1:13 am; edited 5 times in total



NocturnDragon@Posted: Tue Dec 21, 2004 7:42 pm    Post subject: :
bb_matt wrote:
Man, can people take it easy with the file size ? - is it really neccessary to post 100k images that can be viewed 80% the same at 30k ?


link insered instead of images, see my previous post
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rich_is_bored@Posted: Wed Dec 22, 2004 1:26 am    Post subject: : This was my vegetation experiment from a while back...

http://www.doom3world.org/phpbb2/viewtopic.php?p=58115#58115
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just1n@Posted: Wed Dec 22, 2004 3:30 am    Post subject: : I just got done compiling that. It literally took forever.
I ate breakfast, watched a show, then it was done. Man. Frames were actually better than it was lead to believe. Pretty amazed on how Doom handles.

1021 Grass models. Bleh.
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Duff@Posted: Thu Jan 06, 2005 10:52 am    Post subject: :
Myth wrote:
kat wrote:
I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?


Probably, the nicest grass I recall seeing in a game is in UT2003/2004 with those long strands, they look good at hi res.


Starfox Adventures on GameCube has really good grass. I believe they applied their 'fur' technique to the patches that appear to have blades as it looks quite furry. They used the fur for Fox and well the other furry guys and it looked really cool.

You can kind of see the grass in this but its a bit hard - looks far better in motion.

http://cubemedia.ign.com/cube/image/starfoxadfin_092202_53.jpg

http://cubemedia.ign.com/cube/image/starfoxadfin_092202_34.jpg

http://cubemedia.ign.com/cube/image/starfoxadfin_092202_54.jpg



kat@Posted: Thu Jan 06, 2005 3:50 pm    Post subject: : yeah that looks similar to what the fur shader done by q3map2 looks like.. you can see the 'layers' in that last shot (just above and around the area near the icon in the lower left)
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Vehementi Dominus@Posted: Sat Jan 08, 2005 4:00 pm    Post subject: : Does anyone know where i can get a completed grass texture?

i've got this 1 little outside bit, and i've had to make do with brick whilst i test it lol.



Dante_uk@Posted: Fri Jan 28, 2005 1:06 pm    Post subject: : As the stuff on the D3CDIT project is looking way to clean. I vote for distress.

PS: Why can't I actually vote?
I'm a registered user and logged in.
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breakerfall@Posted: Fri Jan 28, 2005 6:52 pm    Post subject: : I imagine the author of the original post left a timelimit on the poll. Smile


eskimo roll@Posted: Mon Feb 14, 2005 2:44 am    Post subject: :
breakerfall wrote:
I imagine the author of the original post left a timelimit on the poll. Smile


yup that is the case, also I have been away doing Rl freelance workage, will try and set another project soon.
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insectattack@Posted: Sat May 07, 2005 1:04 pm    Post subject: : This is my best grass texture so far, which is a shame, because the diffuse is a photo sample and the localmap is simply generated from a greyscale version of the diffuse map shoved through the normalmap filter.

Ingame:

Diffuse, Localmap:


Code:

textures/mossrock/grass01
{   
wood
    qer_editorimage  textures/mossrock/grass01_d.tga
    diffusemap       textures/mossrock/grass01_d.tga
    bumpmap          textures/mossrock/grass01_local.tga
}


I spent hours working on different approaches like this greyscale template

or at one point even modelling single blades of grass, to no avail.
Eskimo Roll's (from what i remember, where did all the stuff go?) and NocturnDragon's grass look really good, much better than my texture, but still not convincing imho. We definitely need something like ydnar's fur shader for convincing looking grass... or thousands of sprites or grass models.



Here's a forest floor with mouldered foliage, i painted six different leafs, copied & pasted them all over the place, rotating and transforming those instances to give each leaf some individuality. I still need to work on this to break up the uniformity, maybe add some green little plants...
Ingame:

HeightTemplate, Resulting Localmap:

Diffuse, Specular:


Code:

textures/mossrock/forestfloor01wet
{   
wood
    qer_editorimage  textures/mossrock/forestfloor01wet_d.tga
    diffusemap       textures/mossrock/forestfloor01wet_d.tga
    bumpmap          textures/mossrock/forestfloor01_local.tga
   {
      blend   specularmap
      map   textures/mossrock/forestfloor01_s.tga
      rgb 0.5
   }
}


And a rock texture which is basically created as shown in this very early tutorial by BNA.
Ingame:

HeightTemplate, Resulting Localmap:

Additional Heightmap, Diffuse:

Specular:


Code:

textures/mossrock/rock01
{   
stone
    qer_editorimage  textures/mossrock/rock01_d.tga
    diffusemap       textures/mossrock/rock01_d.tga
    bumpmap          addnormals( textures/mossrock/rock01_local.tga, heightmap( textures/mossrock/rock01_h.tga, 10 ) )
   {
      blend   specularmap
      map   textures/mossrock/rock01_s.tga
      rgb 0.3
   }
}


I'd love to experiment with shaders to get decent looking grass, but i don't even know where to begin, would it require something like this heathaze.vfp thing? This stuff is too complicated for me... all these strange vertexParm and fragmentMap things Sad

We should ask binaryc to write a grass-shader and make it a tutorial while he's at it Very Happy
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Bauul@Posted: Sat May 07, 2005 1:36 pm    Post subject: : Wow insect, they're really nice! Although I think with the leaves, if you could create it as a patch one could apply to a grass area, like a bloodstain in the vanilla game, the effect would be most convincing.


insectattack@Posted: Sun May 08, 2005 12:25 pm    Post subject: : Good idea, looks ok when viewed from top


but when viewed from the side it looks odd, as is often the case with alphatest transparency textures.


Code:

textures/mossrock/forestfloor02
{   
    qer_editorimage  textures/mossrock/forestfloor02_d.tga
   {       
      blend   diffusemap
      map   textures/mossrock/forestfloor02_d.tga
      alphaTest 0.3
   }
    bumpmap          textures/mossrock/forestfloor02_local.tga
   {
      blend   specularmap
      map   textures/mossrock/forestfloor02_s.tga
      rgb 0.5
   }
}

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kat@Posted: Sun May 08, 2005 1:50 pm    Post subject: : yeah, it's becasue they don't have any shadows. Do another decal that has a soft edged shadow and try that underneath the leaves. You may need to place the leave 1 unit above those as there may be some wierd side effect of having 2 decal layers that close to each other.
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insectattack@Posted: Sun May 08, 2005 6:44 pm    Post subject: : At first i was sceptical about this but it does look a lot better:




Code:

textures/mossrock/forestfloor02softshadows
{
   qer_editorimage textures/mossrock/forestfloor02softshadows.tga
   {
   blend blend
   map textures/mossrock/forestfloor02softshadows.tga
   }
}


Do you think there's a way to combine these two decals, using some kind of offset for the softshadow decal?
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kat@Posted: Sun May 08, 2005 6:54 pm    Post subject: : technically you should be able to do that but I'm not sure what the commands are for D3 material shaders. It might be best to leave them as separate layers anyway so you can 'tweek' the relative placement of the shadow decal so it looks like it's being effected by the ambient lighting in a scene (light coming from side or what have you)
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insectattack@Posted: Sun May 08, 2005 8:08 pm    Post subject: : interesting idea, as long as there's only one lightsource it looks quite nice

shadow decal moved by one unit (grid 1)
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kat@Posted: Sun May 08, 2005 8:17 pm    Post subject: : Heh yeah, that's actually quite effective. It's stuff like this where you suddenly realise how much shadows are needed on that sort of stuff.
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Gabrobot@Posted: Mon May 09, 2005 5:12 am    Post subject: : I was just thinking...I wonder if ground textures like grass would look a bit better with another normal map blended in to make the ground a bit uneven...might make things look a bit more organic.

Great work in any case. Smile



pbmax@Posted: Tue May 10, 2005 5:29 pm    Post subject: : leaves, shmeaves...

i like that rock texture!
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RazorBladder@Posted: Mon May 23, 2005 11:57 pm    Post subject: : Dunno if I'm totally fucking a corpse here but...

Unfortunately it seems grass will forever be an enigmatic frustration with this kind of engine.

I dig the rock texture a lot and the leaves look great... for leaves.
I'll have to see about relying more on that style of base heightmap as it seems to be producing the best results for 2d normal map generation.

Generating it the traditional 3d way is givin me a headache tbh :p



rich_is_bored@Posted: Tue May 24, 2005 3:30 am    Post subject: : There's an idea I have for grass that I've been tossing around in my head but I haven't really had time to try it.

Anyway, the idea is that you can emit particles from brushes by using the "deform particle" keywords in your material shader.

So, what if you made a simple grass decal like this...



... and made use of it in a particle effect.

The trick being that the particle effect is static as in a large number of particles spawn immediately but they don't move and they don't die.

Now, if this particle effect were applied to a material and that material was applied to terrain then the game should place grass across the surface.

Just an idea but I think it may work.

Of course, I can't really see this as being a fantastic solution because it you'd think it would really hurt performance if you tried to cover a terrain surface with enough grass particles so it looked like it was completely covered.
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phooka@Posted: Thu Jun 02, 2005 8:05 am    Post subject: : rich, that looks absolutelly fantastic... shame it can be used in massive terrain sections!

However, for a little "small garden" type thing it would be great...

BTW, is this challenge still going on?

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rich_is_bored@Posted: Thu Jun 02, 2005 8:30 am    Post subject: : Actually, that's not my work. I just borrowed the screen from Oneoftheeightdevils to help explain the idea.

And yes, all the texture challenges are still open for new submissions.

There is no real winner. It's more or less just an opportunity to test yourself and flaunt your work.
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Kickboard@Posted: Thu Jun 02, 2005 9:50 am    Post subject: : I've seen someone do that particle effect somwhere else but i forget who did it, it is a very nice solution but is there a way you could just make a smaller amount of particles(just enough to make a structure) so they wont die either, and in return less particles greater performance ?

Or maybe take it to the next step and make those particles die when they get stepped on or shot at Razz



phooka@Posted: Thu Jun 02, 2005 1:47 pm    Post subject: :
rich_is_bored wrote:
Actually, that's not my work. I just borrowed the screen from Oneoftheeightdevils to help explain the idea.

And yes, all the texture challenges are still open for new submissions.

There is no real winner. It's more or less just an opportunity to test yourself and flaunt your work.


Good! Smile
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kat@Posted: Wed Aug 03, 2005 3:45 am    Post subject: : Just spent the last couple of days on this 'test'. It turns out quite good but I kind of miss there being actual geometry there to cast long shadows, like the tree roots (which kinda makes the texture look a little 'odd')



larger shots
http://www.quake3bits.com/misc/woodland1.jpg
http://www.quake3bits.com/misc/woodland2.jpg
http://www.quake3bits.com/misc/woodland_closer.jpg

Obviously there's some nasty ass tiling going (rocks repeat to obviously over large area) there becasue the surface is essentially 'zoomed' in to close, but something like this might work as a 'path' rather than a general 'terrain' texture. Interesting test anyway.

PS. all done in 3D btw.
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ViPr@Posted: Wed Aug 03, 2005 4:48 am    Post subject: : those rocks and logs are way too protrusive to be displayed convincingly like that. maybe when we get displacement mapping then you can push things this far.


kat@Posted: Wed Aug 03, 2005 1:53 pm    Post subject: : The rocks aren't too bad but I doubt even displacement mapping would help with the logs.

This does raise and interesting connudrum about 'details' in maps. We're supposed to limit the amount of brushwork so we don't have lots of shadow volumes being cast, but without those objects scenes look kind of 'flat' anyway becasue the bump maps don't project the type of shadows you'd want for this sort of subject matter.

It might just be a case of doing rocks only and then having mapobjects for things like tree roots. Gonna test this a bit more.
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xfxgeforced@Posted: Sun Oct 02, 2005 8:03 pm    Post subject: : fall is starting, and leave will be falling off the trees soon, which means ill take my digi camera outside and make some diffuse maps Wink
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Chapel@Posted: Thu Aug 24, 2006 6:07 am    Post subject: : Might it be easier and better looking to have bare rocks in the texture and then apply moss in decals?
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kat@Posted: Thu Aug 24, 2006 6:58 am    Post subject: :
Chapel wrote:
Might it be easier and better looking to have bare rocks in the texture and then apply moss in decals?
technically yes that'd work but visually it causes inconsistancies that are too noticable for what would in effect be a 'primary' texture. You either get a hard (unblended - they don't 'flow' into the surrounding pixels/colours) edge due to the decal and bumpmaps, or no bumpmaps and soft edges.

This is one thing I sincerely hope they 'fix' in the next engine.
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eskimo roll@Posted: Sat Dec 04, 2004 12:16 am :
Doom3world texture challenge #4 organics, rock, grass and that

Like the rest of the challenges the title pretty much speaks for itself, this time it's all about organics, rock and grass type of textures, feel free to experiment, if you want to add some organics to an existing texture then go for it.

    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.
  • Please do not use any material or images that have a Copyright © without the owners permission if it's needed.
  • images must not be greater than 640 pixel width and try and keep the file size down >kat<
Here's a link to the other texture challenges, feel free to post in these as well, I would also strongly recommend reading through these other threads there's some decent information and insights into different styles of texture creation.
Texture challenge #1 Crates, barrels & other lurking objects
Texture challenge #2 Brick, cobbles, stone wall & floors
Texture challenge #3 Doorways



bb_matt@Posted: Thu Dec 09, 2004 6:47 pm :
Couldn't we spin this project into the "Doom3 can do it too" direction ?
The impetus is there to drive a texturing project as well as itself ?

In fact, make a specific call for textures in the "Doom3 can do it too" forum.



kat@Posted: Thu Dec 09, 2004 7:50 pm :
I'd suggest leaving it separate as not everyone will won't to get involved in that directly *but* allowing those that do, the oppertunity to get involved if they want and cross post/pimp.



Myth@Posted: Wed Dec 15, 2004 12:49 pm :
Would be cool to learn fabrics, I don't have a scooby-doo how to approach them at the moment. I was surprised to see the poll results also favoring them so highly.



mirimar@Posted: Wed Dec 15, 2004 3:01 pm :
When you say fabric, do you mean just putting in wrinkles like this?

http://img160.exs.cx/img160/9043/screenshot0041dv.gif



Myth@Posted: Wed Dec 15, 2004 3:15 pm :
Ooh, which tool did you use for that?

edit: The theme fabrics could be more diverse than you imagine, there's traditional cloth, heavy mat, silk, velvet etc. It could be used to learn in conjunction with map textures (like flags) or for model skinning (clothes etc).



mirimar@Posted: Wed Dec 15, 2004 3:21 pm :
I made an alpha channel and put in blurry creases. Then you use the lighting effects filter.

http://img160.exs.cx/img160/8876/screenshot0053cf.gif

*EDIT*: changed [img] to [url]. der_ton



Myth@Posted: Wed Dec 15, 2004 3:28 pm :
Couldn't you just have made a new layer and applied the lighting effects to that somehow? Or can you apply settings to a specific channel?



mirimar@Posted: Wed Dec 15, 2004 3:41 pm :
No. You need the transparency of the alpha channel. When you go back to the original texture, you wont see any difference until you apply the lighting effects to it.

If you want to do it on a seperate layer you could use the BURN and DODGE tools to make the folds. But they wont look as good.

Im going to put in a small tutorial about this on my site. Check it out under Creating Alpha Textures if you want.



mirimar@Posted: Wed Dec 15, 2004 3:44 pm :
Oh and please send me samples of the velvet and silk textures that you have. I would like to include them in the Texture Library if thats ok.



Myth@Posted: Wed Dec 15, 2004 3:55 pm :
Excellent, I'll look forward to it.

I'm afraid I don't have any fabric textures/source images, I was merely saying they were possibilities to make if we were to go ahead with a fabric challenge. If I take any source images I'll give you a yell though :)



eskimo roll@Posted: Tue Dec 21, 2004 1:51 am :
Here's my attempt at a grass texture, the local was generated using terragen to generate the heightmap and then the nvidia plugin for the normal. The diffuse is as you all guessed a photo sample.

The spec has not been included as it's just a darker saturated version of the diffuse.

Here's the images:
diffuse texture
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_d.jpg
local:
http://www.levi.me.uk/_levi/d3/eskimo/e ... _local.jpg

screenie:
Image



kat@Posted: Tue Dec 21, 2004 2:03 am :
interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.



rich_is_bored@Posted: Tue Dec 21, 2004 2:14 am :
I'm not sure grassy type textures would be best represented with a normal map.

I mean it seems to work fine for games like Halo where the lighting is static and precomputed but I just can't see it working so well in Doom 3.

A fur shader would probably work better. Shame nobody really knows how to write one eh? :)

You could use vertex colors to adjust the height of the grass. Then you could "fade" from dirt to grass. This would allow you to make patchy vegetation which is more true to life.

Anyway, just a spontanious out of the box idea.



eskimo roll@Posted: Tue Dec 21, 2004 2:16 am :
kat wrote:
interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.


Yeah, wasn't sure if using a rock style normal would work with the grass although I've seen a similar approached used on other games, halo & gunmetel iirc, the thing to remember is that the brain is a complex processor that fills in a lot of the information, so long as it reads grass then it will fill in the details and not really notice that the normal doesn't fit exactly with each individual blade of grass.

I wish I had the time to learn maya, been nibbling at it but just do not have the time atm, as a result of this I'll be stuck in photoshop and photography land for a while to come, hopefully though these skills will be enough for a placement on the the doom3 can do it project team :).



kat@Posted: Tue Dec 21, 2004 2:45 am :
rich_is_bored wrote:
...A fur shader would probably work better. Shame nobody really knows how to write one eh?...
There was one for Quake 3, it worked by adding 'layers' on top of each other to build height and was ok as 'fur' but use it for things like grass and it just looked wrong becasue it wasn't what the brain (as eskimo hinted) was expecting to see as 'grass'.

I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?



bullet@Posted: Tue Dec 21, 2004 5:54 am :
would it be possible to write a shader that would use the normals created by the normal map to draw vertical lines, or perhaps just extend a texture plane from?

So it would take all the texture coordinates of the normals, then extend a thin plane (or group, would probably look better) either along the normal, or offset by some angle, with a colored gradient. Not sure if that'd work or not...

Maya Fur makes great-looking grass. I never saw the fur shader for Q3, but maybe it was just too "fuzzy" looking?



Myth@Posted: Tue Dec 21, 2004 9:13 am : Doom3world • View topic - Doom3world texture challenge #4 organics, rock, grass...

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What will be next moths texture challenge?
Poll ended at Thu Dec 30, 2004 12:16 am
distress - make a clean texture &amp; beat it up. 8%  8%  [ 2 ]
decals - floor/wall details. 13%  13%  [ 3 ]
Fabrics. 30%  30%  [ 7 ]
light emiting shaders 13%  13%  [ 3 ]
Flags. 4%  4%  [ 1 ]
Organics &gt; Skin: Veins'n'Scars'n'Wounds 17%  17%  [ 4 ]
Freestyle - go with whatever you want. 13%  13%  [ 3 ]
post suggestions in this thread 0%  0%  [ 0 ]
Total votes : 23
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 Post subject: Doom3world texture challenge #4 organics, rock, grass...
PostPosted: Sat Dec 04, 2004 12:16 am 
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Joined: Thu Nov 08, 2001 11:00 pm
Posts: 362
Location: UK, Manchester
Doom3world texture challenge #4 organics, rock, grass and that

Like the rest of the challenges the title pretty much speaks for itself, this time it's all about organics, rock and grass type of textures, feel free to experiment, if you want to add some organics to an existing texture then go for it.

    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.
  • Please do not use any material or images that have a Copyright © without the owners permission if it's needed.
  • images must not be greater than 640 pixel width and try and keep the file size down >kat<
Here's a link to the other texture challenges, feel free to post in these as well, I would also strongly recommend reading through these other threads there's some decent information and insights into different styles of texture creation.
Texture challenge #1 Crates, barrels & other lurking objects
Texture challenge #2 Brick, cobbles, stone wall & floors
Texture challenge #3 Doorways

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PostPosted: Thu Dec 09, 2004 6:47 pm 
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Couldn't we spin this project into the "Doom3 can do it too" direction ?
The impetus is there to drive a texturing project as well as itself ?

In fact, make a specific call for textures in the "Doom3 can do it too" forum.


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I'd suggest leaving it separate as not everyone will won't to get involved in that directly *but* allowing those that do, the oppertunity to get involved if they want and cross post/pimp.

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Would be cool to learn fabrics, I don't have a scooby-doo how to approach them at the moment. I was surprised to see the poll results also favoring them so highly.


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When you say fabric, do you mean just putting in wrinkles like this?

http://img160.exs.cx/img160/9043/screenshot0041dv.gif

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Ooh, which tool did you use for that?

edit: The theme fabrics could be more diverse than you imagine, there's traditional cloth, heavy mat, silk, velvet etc. It could be used to learn in conjunction with map textures (like flags) or for model skinning (clothes etc).


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I made an alpha channel and put in blurry creases. Then you use the lighting effects filter.

http://img160.exs.cx/img160/8876/screenshot0053cf.gif

*EDIT*: changed [img] to [url]. der_ton

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Couldn't you just have made a new layer and applied the lighting effects to that somehow? Or can you apply settings to a specific channel?


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No. You need the transparency of the alpha channel. When you go back to the original texture, you wont see any difference until you apply the lighting effects to it.

If you want to do it on a seperate layer you could use the BURN and DODGE tools to make the folds. But they wont look as good.

Im going to put in a small tutorial about this on my site. Check it out under Creating Alpha Textures if you want.

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Oh and please send me samples of the velvet and silk textures that you have. I would like to include them in the Texture Library if thats ok.

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Excellent, I'll look forward to it.

I'm afraid I don't have any fabric textures/source images, I was merely saying they were possibilities to make if we were to go ahead with a fabric challenge. If I take any source images I'll give you a yell though :)


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PostPosted: Tue Dec 21, 2004 1:51 am 
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Here's my attempt at a grass texture, the local was generated using terragen to generate the heightmap and then the nvidia plugin for the normal. The diffuse is as you all guessed a photo sample.

The spec has not been included as it's just a darker saturated version of the diffuse.

Here's the images:
diffuse texture
http://www.levi.me.uk/_levi/d3/eskimo/ergrass02_d.jpg
local:
http://www.levi.me.uk/_levi/d3/eskimo/e ... _local.jpg

screenie:
Image

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interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.

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PostPosted: Tue Dec 21, 2004 2:14 am 
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I'm not sure grassy type textures would be best represented with a normal map.

I mean it seems to work fine for games like Halo where the lighting is static and precomputed but I just can't see it working so well in Doom 3.

A fur shader would probably work better. Shame nobody really knows how to write one eh? :)

You could use vertex colors to adjust the height of the grass. Then you could "fade" from dirt to grass. This would allow you to make patchy vegetation which is more true to life.

Anyway, just a spontanious out of the box idea.

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PostPosted: Tue Dec 21, 2004 2:16 am 
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kat wrote:
interesting approach eskimo.. I reckon we're now getting into the realms of tricky textures where the normalmaps will make or break an image.


Yeah, wasn't sure if using a rock style normal would work with the grass although I've seen a similar approached used on other games, halo & gunmetel iirc, the thing to remember is that the brain is a complex processor that fills in a lot of the information, so long as it reads grass then it will fill in the details and not really notice that the normal doesn't fit exactly with each individual blade of grass.

I wish I had the time to learn maya, been nibbling at it but just do not have the time atm, as a result of this I'll be stuck in photoshop and photography land for a while to come, hopefully though these skills will be enough for a placement on the the doom3 can do it project team :).

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PostPosted: Tue Dec 21, 2004 2:45 am 
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rich_is_bored wrote:
...A fur shader would probably work better. Shame nobody really knows how to write one eh?...
There was one for Quake 3, it worked by adding 'layers' on top of each other to build height and was ok as 'fur' but use it for things like grass and it just looked wrong becasue it wasn't what the brain (as eskimo hinted) was expecting to see as 'grass'.

I wonder in this case if augmenting flat 'grass' textures with the odd 'long grass' model here and there would better the illusion of 'grass'?

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PostPosted: Tue Dec 21, 2004 5:54 am 
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would it be possible to write a shader that would use the normals created by the normal map to draw vertical lines, or perhaps just extend a texture plane from?

So it would take all the texture coordinates of the normals, then extend a thin plane (or group, would probably look better) either along the normal, or offset by some angle, with a colored gradient. Not sure if that'd work or not...

Maya Fur makes great-looking grass. I never saw the fur shader for Q3, but maybe it was just too "fuzzy" looking?

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PostPosted: Tue Dec 21, 2004 9:13 am 
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