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Old 06-01-2007, 10:30 AM   #1 (permalink)
forge
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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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Old 06-01-2007, 03:33 PM   #2 (permalink)
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http://clan-foren.de/vdl/uw/marbles.rar
http://clan-foren.de/vdl/uw/largebricks.rar
http://clan-foren.de/vdl/uw/brickwallss.rar

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Old 06-03-2007, 12:43 AM   #3 (permalink)
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How do you do the brick look? Not sure how to get the lines to look like mortar etc.
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Old 06-03-2007, 04:46 AM   #4 (permalink)
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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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Old 06-03-2007, 10:36 AM   #5 (permalink)
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Oh, so you don't manufacture them completely?
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Old 06-03-2007, 10:58 AM   #6 (permalink)
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you could, especially for rock and metal textures thats quite easy, but usually photo sources still work best, imho
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Old 06-07-2007, 06:16 PM   #7 (permalink)
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Quote:
Originally Posted by kollos View Post
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
Filter --> Other... --> Offset...
will offset the image vertically and horizontally by a pixel amount. Might be easier, but whatever works.
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Old 06-11-2007, 07:14 AM   #8 (permalink)
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smaller/darker version
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Old 06-11-2007, 07:21 AM   #9 (permalink)
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for the bridge in outdoor2
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Old 06-11-2007, 01:33 PM   #10 (permalink)
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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?
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Old 06-11-2007, 02:05 PM   #11 (permalink)
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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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