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Posts posted by TWahl
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Haven't abandoned this guys just busy with a lot of stuff outside this project. School (college) is also going to start back up in a couple weeks for me so I am going to be making that my first priority. However I will definitely still be able to find time to work on this outside of my school, work, and social obligations albeit with a maybe a bit slower progress. But progress is progress nonetheless.
I will be done moving into my new house on campus this weekend so after that I will play a bit of catch up.
Thanks again for the loyal followers!
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Hmm... I will have to play around with this when I get home from work later this evening. Thanks guys!
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Yes they are all powers of two. I have not compressed anything, just saved them as pngs and imported them into leadwerks. I will see what happens if I export as a dds instead...
I will also post the material as well, when I am back to my computer
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I decided to load in a test material into my old scene just now, however I am noticing a lot of weird image artifacts in my textures that are not present outside the leadwerks editor, is this a known issue? I turned off all mipmaps, made textures dxt5, etc.
They are also in uncompressed png format and not dds currently.
It looks like there is a bunch of odd squares and like the texture is half the resolution it should be
I circled the areas where the artifacts seem to be the most prominent.
any input?
I have noticed this on other leadwerks textures as well.
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I decided to take some personal time this weekend so I will pick back up on this project sometime the middle of this week. Need a breather.
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33 minutes ago, Josh said:
The polycount people will give you really good feedback.
Yeah there are some very talented people on there. I have frequented there forums for a very long time now its about time I make some posts there.
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49 minutes ago, Josh said:
Your details look smudgy and blurry. The full-size image looks like a low-resolution texture. I just ran an unsharp mask on the right side of this image, and look how much better it looks.
If there was paint peeling off, it would affect the surface normal.
I'm not in love with the color scheme. It doesn't look like a good palette has been worked out.
If those white rectangles are lights, they should be in an emission channel.
What is the logic of having a panel with construction stripes? I understand the theme, but that serves no purpose. It isn't a walkway or a loading dock, it is just a random panel with stripes for no apparent reason.
Crazybump does not support emission channels, that's why you don't see the lighting on the last screenshot
Also, yes, I too started noticing the smudgy details you mentioned, it might have to do with some of my brush settings that I am using, or something else... Unsharp mask would be a good option.
Also the caution stripes I just added for fun, wasn't really much of a reason just wanted to see what they would look like and they will probably go away. Its funny you mention the green color scheme kinda sucks lol I woke up the morning after I made that one texture and thought to myself "what was I smoking" when picking those colors (was up really late). I am still working on the pallette as I speak.
And in regards to surface normals I will be taking those secondary details into account as I mentioned.
Thanks for the feedback though josh
I should make an account on the Polycount forums as well and get some critiques over there.
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Nearly done with finalizing the "concept texture", just need to sort out some tiling issues with a few layer masks (as you may be able to notice roughly in the middle of the sphere where the textures butt up against one another). Nothing too hard to fix.
Then I can start cranking out the good stuff.
All the paint and scratches, etc. will be incorporated into the normal maps to help them "pop" more and be more realistic. The raw normal maps will be included in all versions of the pack as well if you choose to use them instead for editing or aesthetic purposes.
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On 7/24/2017 at 9:24 PM, Josh said:
You might look into a program called NDO Painter to do this faster.
Yes I have definitely taken a gander at the quixel suite more than a few times, might give in and purchase it just to speed things up and get things done quicker. I could be able to get some pbr compatibility in there as well.
I already have all of the normals and occlusion info done for nearly all the textures I have made though
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Added some paint.
Overall I am digging the military look, of course I can alter the coloring drastically for a more warm or cooler feel, or leave the paint out altogether for a purely metallic surface. The pack will ship with each texture diffuse map coming in different colors so you can choose, or if you purchase the platinum edition you can modify the PSD files to your liking.
This was whipped up rather fast and I am not entirely happy with the chipping effect, but my goal for today was to establish a good, basic feel for what I am trying to go after. Of course once I have more textures done I will make some test scenes in leadwerks to see how they look in various lighting conditions.
That will be all for today, will experiment more tomorrow.
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@Josh I will definitely be aiming for a professional, portfolio-quality look
By Friday or the Sunday at the latest I should have a reasonable handful of examples to show regarding fully finished textures.
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About 95% done with phase one of this project, just a little more 3d modeling and baking, etc on around 10-12 more textures and then I will move on to the painting process.
Current content numbers:
32 trim textures
57 wall textures (plus variants)
56 floor textures (plus variants)
8 detail textures (for pipes and more specific uses)
There will also be a small selection of "circular" textures that I will be creating specifically for cylindrical details like caps and such. I have not figured these out yet but I will probably hold off on them until later.
This has been so far a huge undertaking!
Stay tuned.
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I have a plan for how I will be doing the environments which you guys will be able to see sometime in the not too distant future, it will involve modular pieces that can be used in conjunction with csgs.
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Accidentally made two topics of this. Feel free to remove.
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Hey guys, just wondering if anyone has created any sort of depth of field post process shader for leadwerks (that works well)? Would like to be able to use this effect in my scenes in the future. Thanks.
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Really hammered down and have got a ton of work done on this project today so far. Things should start getting interesting beginning next week.
Thanks guys!
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Hue/saturation, brightness contrast in material editor
in Suggestion Box
Posted
Just a quick suggestion I have,
Would be nice to possible implement a hue/saturation/lightness slider into the texture editor (inside the material editor) to change colors on texture maps, as well as some brightness/contrast sliders. I know we already have a setting for sharpness, but I could think of instances where these settings would come in handy (say, recoloring emissive maps so you do not need to have separate textures for red, green, blue lights, etc.)
Thanks