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Re: Custom Texture Thread.

PostPosted: Sun Jun 28, 2020 10:04 pm
by Captain J
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.

PostPosted: Sun Jun 28, 2020 10:30 pm
by bimshwel
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.

Re: Custom Texture Thread.

PostPosted: Mon Jun 29, 2020 12:29 am
by Gez
bimshwel wrote:

I like the details of the crossing pipes. Probably not an element that should repeat often in a long wall but it looks nice.

Re: Custom Texture Thread.

PostPosted: Mon Jun 29, 2020 12:41 am
by Bratish
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:

Bratish`s TC TitlePic V001.png

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.

PostPosted: Mon Jun 29, 2020 1:13 am
by Gez
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.

PostPosted: Mon Jun 29, 2020 1:17 am
by Bratish
I took an avatar from this picture, and slightly modified it. Nothing strange. By the way, I also made a blank for INTERPIС:

Bratish`s InterPic V001.png

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 ...

Bratish`s Pop Art InterPic.png

Re: Custom Texture Thread.

PostPosted: Mon Jun 29, 2020 2:01 am
by bimshwel
Gez wrote:
bimshwel wrote:

I like the details of the crossing pipes. Probably not an element that should repeat often in a long wall but it looks nice.



you are probably right! I am much better at drawing pipes compared to three years ago when I made that, anyway. This is still not perfect but it is better than it was. I should take some inspiration from windows 95's screensavers and make another version with more garishly colored pipes.

Re: Custom Texture Thread.

PostPosted: Sat Jul 04, 2020 12:35 pm
by abbuw
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.
Image

Re: Custom Texture Thread.

PostPosted: Tue Jul 14, 2020 3:48 pm
by Gifty
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

Re: Custom Texture Thread.

PostPosted: Wed Jul 15, 2020 2:29 am
by Ac!d
Made this texture based on a cross stitch pattern
0.png

Re: Custom Texture Thread.

PostPosted: Wed Jul 15, 2020 10:33 pm
by EffinghamHuffnagel
Ac!d wrote:Made this texture based on a cross stitch pattern
0.png

Like it. But I think all samplers are supposed to have frames. Doom-paletted.
Image

Re: Custom Texture Thread.

PostPosted: Thu Jul 16, 2020 12:29 am
by Ac!d
EffinghamHuffnagel wrote:Like it. But I think all samplers are supposed to have frames. Doom-paletted.

You're right. Thank you very much for the edit.

Re: Custom Texture Thread.

PostPosted: Sat Jul 25, 2020 1:20 pm
by Hambourgeois
dumb joke thing i made for a wad im working on

IBAWL666.png


e: did some antialiasing and realignment

Re: Custom Texture Thread.

PostPosted: Sat Aug 01, 2020 1:14 pm
by Talon1024
True-colour versions of the updated Plutonia brick textures (plus 8-row versions) I recently submitted to Freedoom:
ImageImageImageImageImageImageImageImage

And the heightmaps I used:
ImageImage

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".

Re: Custom Texture Thread.

PostPosted: Sat Aug 01, 2020 5:46 pm
by Gorman Frebmane


Those heightmaps are very much appreciated :D