skadoomer wrote:this particulair texture was done with a noise base with the plastic wrap filter attached to it. Then it was blended togather with layer blending options. Finally, i combined it with a previous texture (which looked like wood rings) and put it through lighting effects to knock the channels up a bit, giving it more of a 3d look. I think the finishing toutch was the exclusion blend with another layer, giving it a gray background but keeping the brown foreground.
Because i'm a very lazy texture artist, i often make several textures that have variations created by blending techniques. This particulair texture is from a set of about 6.
I don't suppose I could get a look at some of your PSDs or better insight into your texture creation process? I'm always looking for new methods to do things.
I will say again that this project excels and that I am willing to provide support in any method I can. Actually, it looks like I possess the necessary skill to fill any of the positions, however it is time I worry most about.
Though as far as blog styling, sorry - the only blog I'm familiar with is the one I built.
are you volenteering then or just enthusastic about your abilities?
Time wise, i work quickly. This project has a deadline that is constantly being met on a day to day basis. As i write this, i've nearly completed the section of the map where the mushroom shots came from.
I am actively looking for a mapper however to build, if nothing else, the base to one of my levels. I have a section where the player goes underwater and navagates through a long set of caverns and open areas. I honestly don't have the time to build it from scratch myself, so if people team up to build the passsage it would save so much time on my part that i could do all the other things myself. Granted i'll wind up doing the textures this weekend anyway, so forget that position.
As far as blogging goes, i found a skin that simplifies the system down to the bare basics. This way people can make anonomus posts about what they like or hate about the project. All i have to do is figure out how to change the colors to match the palette of the website.
I'm saying that I'd like to volunteer, though I'm afraid I don't have a lot of time to put toward it right now. I'm trying to get KDIZD out the door! However, I'd really like to help if there does happen to be something I can do.
New bump, new update, and since DW hasn't updated their site yet, i'll continue to use my shameless promotion here. So head over to http://www.foreverhood.com for whats going on.
But, since most of you are lazy, i'll make this easy. here are the new shots:
Those are really sexy. If we had dynamic lighting in ZDoomGL and ZDoomGL supported the current version(s) of ZDooM then those shots would look a helluva lot better even.
Which is ironic, because in terms of overall look and feel they're still somewhat closer (IMFUBARO) to real life than, say, the average E1-style tech-base DooM map.... I mean come on, how often have you seen THAT in real life?
Surrealistic beats realistic any day . Whats with all these crappy military and army games? So boring with their realistic plots and all that... we want more surreal environments/stories .