Custom Texture Thread.
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
Before posting your Resource, please make sure you can answer YES to any of the following questions:
- Is the resource ENTIRELY my own work?
- If no to the previous one, do I have permission from the original author?
- If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
Consult the Resource/Request Posting Guidelines for more information.
Please don't put requests here! They have their own forum --> here. Thank you!
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Custom Texture Thread.
Very artistic and smooth graphics. Also it's surprising that they're all HD! I especially love those cords and cables.
Re: Custom Texture Thread.
thank you! when it comes to drawing the things, though, the size of the document doesn't matter a whole lot. it is only marginally more difficult to make them larger, and sometimes easier since small details can simply be drawn in without needing to figure out an optimal way to communicate what it is at low resolution. Of course up close they may have blemishes that wouldn't have been a factor the old way, and there is a sort of classiness to the pure 1-to-1 pixel ratio, but overall I think this is an improvement, at least for the context I am using them in.
It is funny that you should mention the cords and cables; when i attempt to draw electronic junk for any other purpose it looks like a doom wall texture, since I spent so long looking at them ages ago that it influenced my other "art," so it may be inevitable that I return to this again and again.
tekgren series
inexplicably only the basic one is 512, the rest i didn't upscale yet but there is a program called waifu which helps a lot with that.
It is funny that you should mention the cords and cables; when i attempt to draw electronic junk for any other purpose it looks like a doom wall texture, since I spent so long looking at them ages ago that it influenced my other "art," so it may be inevitable that I return to this again and again.
tekgren series
inexplicably only the basic one is 512, the rest i didn't upscale yet but there is a program called waifu which helps a lot with that.
Re: Custom Texture Thread.
I decided to do the texture part of my TC. But that. what I will lay out is not texture, but more limited to use in the game itself - TITLEPIC:
Yes, this is a big spoiler, but I don’t call names, but only show THEM? In addition, I think this version will not last long in the project, because it is still quite crude, well, not scary.
Yes, this is a big spoiler, but I don’t call names, but only show THEM? In addition, I think this version will not last long in the project, because it is still quite crude, well, not scary.
Re: Custom Texture Thread.
The title pic being the first thing you see when the game finished loading, I wouldn't say it's a big spoiler. Also it's your avatar.
Re: Custom Texture Thread.
I took an avatar from this picture, and slightly modified it. Nothing strange. By the way, I also made a blank for INTERPIС:
Already more scary, what do you think? Although the hero came out a bit moronic, but when he is afraid, he can be understood...
UPDATE: I had this pop art drawing in my bins for a long time, I decided to add noise to it and convert it to the Doom palette. I'll see how he, maybe I’ll take him to the project ...
Already more scary, what do you think? Although the hero came out a bit moronic, but when he is afraid, he can be understood...
UPDATE: I had this pop art drawing in my bins for a long time, I decided to add noise to it and convert it to the Doom palette. I'll see how he, maybe I’ll take him to the project ...
Re: Custom Texture Thread.
Re: Custom Texture Thread.
The results of mucking with gradient maps and masks. Seems to work pretty okay, might work better scaled down or in the Doom palette, or scaled down AND in the Doom palette.
Re: Custom Texture Thread.
Having a go at using Blender to render texture assets for the first time. My plan is to set up a good workflow for exporting brick/grout patterns that can be overlayed on top of existing images. If I can just get it dialed in properly I think this can be used to rapidly generate tons of really high-quality "hand-drawn"-looking brick graphics. This method should have lots of modular tweakability; once I get the grout patterns set up nicely, I can swap out the "base" texture for whatever I want, and put complex brick patterns onto pretty much anything. The grout can also be tweaked and deformed in lots of fun ways to render different sagging/eroded/fucked up-looking brick patterns.
EDIT: added some better examples
EDIT: added some better examples
- Attachments
-
- 3.png (52.99 KiB) Viewed 2045 times
-
- 3.gif (72.1 KiB) Viewed 2048 times
Re: Custom Texture Thread.
Made this texture based on a cross stitch pattern
- EffinghamHuffnagel
- Posts: 131
- Joined: Wed May 12, 2010 10:33 am
- Location: Lompoc
Re: Custom Texture Thread.
Like it. But I think all samplers are supposed to have frames. Doom-paletted.Ac!d wrote:Made this texture based on a cross stitch pattern
Re: Custom Texture Thread.
You're right. Thank you very much for the edit.EffinghamHuffnagel wrote:Like it. But I think all samplers are supposed to have frames. Doom-paletted.
- Hambourgeois
- Posts: 8
- Joined: Mon Jul 06, 2020 12:07 pm
Re: Custom Texture Thread.
dumb joke thing i made for a wad im working on
e: did some antialiasing and realignment
e: did some antialiasing and realignment
-
-
- Posts: 374
- Joined: Mon Jun 27, 2016 7:26 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Custom Texture Thread.
True-colour versions of the updated Plutonia brick textures (plus 8-row versions) I recently submitted to Freedoom:
And the heightmaps I used:
To apply the heightmap, I made a gray (#808080) layer, applied the bump map filter to it using the heightmap, and set its blend mode with the base texture to "Hard light".
And the heightmaps I used:
To apply the heightmap, I made a gray (#808080) layer, applied the bump map filter to it using the heightmap, and set its blend mode with the base texture to "Hard light".
-
- Posts: 116
- Joined: Sat Jan 13, 2018 3:17 am