Reinchard's wip textures demo available

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Enjay
 
 
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Re: Reinchard's wip textures

Post by Enjay »

I'd alwaysa associated FLAT14 with a carpet, but a very low pile hard wearing industrial carpet like heavy duty carpet tiles or something.

eg
Image or Image

or even this one which, colour-wise, is quite close, if too blurry because it's a jpg
Image

Which isn't too far removed from that ruberised matting stuff either. The rubberised matting would make sense for FLOOR1_1 because the logo looks very flat - like it has been painted on.

I agree with Bouncy on the Comptile plastic.
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Re: Reinchard's wip textures

Post by Blox »

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Re: Reinchard's wip textures

Post by Reinchard2 »

I like yor work, this one looks much better now. The only negative thing I can say about it is that this new version look less similiar to original in 128x128 resolution.
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Re: Reinchard's wip textures

Post by Enjay »

Something that I flagged up as a potential issue earlier...

Big pictures
Spoiler:
I don't *think* it is just because the original texture is very low res. The lumpy bits on the top of the new texture seem to be slightly off position. Most obviously, on the right there is a partial block on the edge of the pillar when the new texture is used and this does not seem to be there with the original. Perhaps the other blocky bits are slightly too far left too?
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FDARI
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Re: Reinchard's wip textures

Post by FDARI »

Within this post, "lump" is the odd thing that repeats along the top of that walltexture.

Actually (although my eye is usually less keen than any)... I see a hint of the brighter shade of brown there. It could be that there's a beginning transition to the lumpy bit. Since the lump proper is cut off, it will only look like a touch of different colour. Or my eyes might deceive me. Anyway, if a blurred transition is converted to a well defined edge, it may be impossible to cover all bases. Perhaps making the lumps smaller would help. Small enough that anything that's dubious in doom-res is absent in hi-res. That could also be the worst kind of compromise, where the texture ends up not working well anywhere.
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Re: Reinchard's wip textures

Post by Blox »

Actually, that "lump" is visible in the original texture, but it's barely a couple of pixels of it. This one (the big one) is still a bit off, though.
Let me nudge it a bit.

EDIT: Try this? The third one on the right is now a bit off compared to the original. (Edit: Actually, in terms of design, it's more right.)
The ones on the right are more "right" (as in correct) though.
Spoiler:
Also:
Reinchard2 wrote:The only negative thing I can say about it is that this new version look less similiar to original in 128x128 resolution.
You shouldn't really compare them at 128x128, as the original is almost guaranteed to be better in a case such as this. Because they're actual 128x128 textures, not downscaled ones.

Also, are you sure your monitor is configured properly? Your original one has way too dull/matte/whateverthewordis/limited highlights compared to the original - and pretty much lacks in contrast.
The color is also way off, being near brown-tan while it's supposed to be bright, almost desaturated tan. (Best range in the palette, IMHO.)

Though seemingly it is.
Last edited by Blox on Fri Jul 27, 2012 5:40 pm, edited 1 time in total.
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Re: Reinchard's wip textures

Post by Enjay »

Blox wrote:EDIT: Try this?
That works much better in E1M1 at any rate.
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Re: Reinchard's wip textures

Post by Bitterman »

This looks awesome, can't wait for a release. Only problem is the exit door looks really weird, like it's too 3D-ish or something out of an old CG adventure game.
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Re: Reinchard's wip textures

Post by Reinchard2 »

UPDATE 07.08.2012

Another textures and flats:
FLOOR7_2: http://i.imgur.com/rtRUK.png
Image

TLITE6_5: http://i.imgur.com/Xtri3.png
http://imgur.com/delete/in9skg0v1gwcPXa

FLAT20: http://i.imgur.com/iCORA.png
Image
This one is just a proposition. I try to make some kind of mechanism, which protects the door when they hit the floor...

STEP1: http://i.imgur.com/lNqMg.png
Image

New version of BROWN1: http://i.imgur.com/PHJ1i.jpg
Image

DOORSTOP: http://i.imgur.com/yn6CD.png
Image

SUPPORT2: http://i.imgur.com/5m7cx.png
Image

COMPTILE: http://i.imgur.com/OMOIF.png
Image
(Side panels are too bright yet)

BROWNGRN: http://i.imgur.com/oLvTk.png
Image
(I hate this one. This is second version and its still looking very unrealistic).

Tell me what should I change. if you notice the difference in colors, you can edit this ones (I have trouble with this becouse I have little color blindness).

And ingame shots:
Image
Image
Image
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Re: Reinchard's wip textures

Post by Enjay »

FLOOR7_2: I like. Has some of the feel of the original but looks nicer

TLITE6_5: Less convinced by this. It looks fine but doesn't offer anything more than the ones I've seen before.

FLAT20: I have to say, I don't think it works very well. Even in your own screenshot it looks odd. It's quite "3D" when viewed face-on but looks awkwardly flat around the windows in the level. I'm not sure about the smaller squares inside the bigger ones either.

STEP1: I have never really been sure what STEP1 is supposed to be like but this doesn't work for me. There is no obvious source for the light effect but there's more. I dunno, it just looks wrong to me.

BROWN1: I like that decaying/flaking surface effect. It's different but works well IMO.

DOORSTOP: Looks OK. Quite good in fact. Not sure how well it will work on walls that are not multiples of 8 long though.

SUPPORT2: I think the SHAWN* coloured textures must be some of the most difficult to make. This is a brave attempt but I haven't seen a single one in any hi-res pack that, for me, manages to capture the right level of shinyness and metalicness to look like a suitable "drop in" alternative. It's a good enough texture but it doesn't feel like SUPPORT2 to me.

COMPTILE: I agree, the side panels are too bright. I also think the detail around the edges makes them look too thin (front-to-back thickness-wise), even to the point of almost looking recessed. The shadowing on the original makes them look like panels that sit quite a bit proud of the blue background "stuff" to me.

BROWNGRN: I think the biggest problem is that the "blocks" near the top almost look purple (colour blind issue?). The green streaks look a bit "airbrushed" too. However, I think this one has potential.
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Re: Reinchard's wip textures

Post by Reinchard2 »

Thanks Enjay!
I redone FLAT20.

Image

Image

Doorstop IMO work well in wider walls. This from screen above have 16 units. This from screen below has 32 units.

Image

BTW what do you think, what exactly is FLAT5_5? Some kind of polywood? This is how its look to me, but this is nonsense.
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Re: Reinchard's wip textures

Post by Reinchard2 »

I start with bigdoor2. 3d model is very carefully modeled on the original, with every detail (no bolts for now). This is only base, so there are some strange artifacts, but ignore it. Currently I'm workin on dirt and rust. Of course I will add in the future missing elements like bolts and do something with too bright stripes and very shining elements.

Image
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Re: Reinchard's wip textures

Post by hugoroy »

I really like how these are coming along, they'd probably look great with that hi-res monster mod :)
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Re: Reinchard's wip textures

Post by Reinchard2 »

Here's another version:
Image

Comparison with original:
Image

Image
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Re: Reinchard's wip textures

Post by Enjay »

That looks very nice, very accurate, far better than I could even think about doing. I think there is room for improvement though. I *think* if it was just ever so slightly darker and the contrast between the light and dark bits was reduced slightly it would look more like the original.

E1M2
Image

Also, I notice that on the original the shadows in the recesses affect the back of the recess more than they do in your version. Of course, that could be due to low-rezzyness in the original but I think, perhaps, the shadows in the recesses could be looked at again.

Image
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