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| | #1 (permalink) |
| CTW! Join Date: Feb 2004 Location: at work
Posts: 447
| Textures Round 2 We are doing a Manor/Estate as our 2nd dungeon in Newbieworld. You can see what we are using for concept art here. I need two types of marble/stone as you can see on the front of the house. There are the smaller stones and the large used on the corners. The stone shouldn't look new. But quite aged. Open on coloring gray/tan/etc, but both sets have to match color/style wise. I need a roof texture as well and it should be what is seen in the picture. These textures must tile. I am also looking for a deep wood color as seen there for the roof area. Maybe reuse the wood texture that rgun did from the previous texture thread. I want a 128x128.png of wood trim to put along the base of the walls and ceiling. Additionally I am requesting four wall colors to start. They should be textured to look wall like.. not a plane white image. White (not bright) Grey (light) Red (crismon) Blue (light or deep navy, open on this) |
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| | #2 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 267
| http://clan-foren.de/vdl/uw/marbles.rar http://clan-foren.de/vdl/uw/largebricks.rar http://clan-foren.de/vdl/uw/brickwallss.rar previews: |
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| | #4 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 267
| what i do was pick images from google, and load them into photoshop cut the image in half and switch left/right sides , make a transparancy gradient towards the middle, then the same with top/bottom side. then you got a tiling texture. some polishing and its done |
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| | #7 (permalink) | |
| X-D Join Date: May 2002
Posts: 819
+3 Internets | Quote:
will offset the image vertically and horizontally by a pixel amount. Might be easier, but whatever works.
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| | #10 (permalink) |
| Usually only fucks with female pilots, 'cause they got the illest cockpits Join Date: Mar 2002 Location: San Diego, CA
Posts: 1,222
| I've been working on a shield for the game and I was wondering what our limitations are for textures? Any bump? Spec maps? What's the texture size? 512?
__________________ 360 / PSN - LenasUchiha |
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| | #11 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 267
| 512 is the max, also only color and alpha maps are working. make sure to use metric scales when exporting, bounds box pivot point is the mount point on the character. check the objects orientation. if you have further questions join irc |
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