Enjay wrote:I like how your materials are reasonably subtle in most cases. Most of yours are just a little shine and a hint of 3D-ness. Very nice. Much better IMO, much more professional and natural looking than the whole "OMG I must make everything stand out like the world was carved using a chainsaw on wax" that it is very easy to accidentally create.
Thanks! I went looking for tutorials on making materials and found lots of stuff for making guns - examples for metal, plastic, rubber, glass, etc, but very little for things like brick and stone and dirt. And lot of examples are for photorealistic textures, very very few are for pixel art. So I just tried different things on my own. Like any noob, I went through a few phases. At first I was really pushing the 3d thing, lots of sharp angles, baked my speculars with much more shine at the brick edges than the faces to highlight the 3d-ness. Made them really pop out but looked fake.
For a while I tried adding noise to the normal maps, trying to add a "grittiness" to the dungeon feel.
Then I tried the smoother look and just liked that better.
Here's a few textures I made gritty and haven't redone smooth yet:

Maybe I'll leave a few textures gritty for the look in certain areas, I'm not sure yet.
Overall I use very little specular. Other than the marble and the water I don't think many materials in a dungeon should be shiny. The river rocks I left a little more shiny, I wanted them to look a little damp. And the gold veins in the mines:

When I was looking at other peoples posts, one person said they used shine to make certain walls look damp. Somebody else thought they overdid it, commented something about "they don't look damp, they like they're coated in jello".
So now "coated in jello" and "carved using a chainsaw on wax" are my favorite quotes now, so thank you for that!
