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3 Dimensional Chat / My latest texturing endeavors...

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14
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 25th Jul 2013 01:19 Edited at: 25th Jul 2013 01:20
hey guys, been a long time since I've posted anything here...

I've decided to get back into doing some texturing again, to try and improve my skills and the quality of each image. I also need to do another scifi pack, judging by how many scifi textures 2.0 packs sold on my turbosquid page.

I created this thread to show you some sneak peek images of finished textures that are going into scifi textures 3.0, which I plan on releasing sometime at the end of this year or around the beginning of the next, depending on my schedule and ability to work. It will be the new, high resolution successor to the previous pack, with WAY more content included. I will be updating this thread with more screenshots every now and then as well!

So without further ado... here are the textures:







Post if you have any questions/feedback so I can fix things/add things as soon as possible and make it the best texture pack ever!

Thanks

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michael x
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 25th Jul 2013 05:10
these are awesome i like your scifi textures

more than what meets the eye

Welcome to SciFi Summer
unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 25th Jul 2013 14:52
These textures look really nice!

What sort of price would you be looking at selling these for?

You have a customer here.

If you could email anything across, please do.

jay@jforthdesigns.co.uk

Unfamillia

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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 26th Jul 2013 01:36 Edited at: 26th Jul 2013 01:37
@Michael X:

Thanks for the support, man! You seem to be one of my no.1 customers! You will not be disappointed with this pack, I will warn you

@Unfamilia:

Just sent an e-mail, bro! Great to have your support as well!

Working on some more textures today, will probably have an update by the beginning of next week if things chug along smoothly. Stay tuned!

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Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 27th Jul 2013 16:57
Great stuff! Seems flawless to me.

Very professional. I could learn a lot from you.

http://www.serygalacaffeine.com
There is nothing outside of yourself that can ever enable you to get stronger. Everything is within. Everything exists. Seek nothing outside of yourself.
Quik
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Location: Equestria!
Posted: 27th Jul 2013 18:36
all of them seems to be the exact same color values - other than that it's great - amazing even



Whose eyes are those eyes?
Hamburger
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Posted: 30th Jul 2013 04:50 Edited at: 30th Jul 2013 04:51
@Quik:

Quote: "all of them seems to be the exact same color values - other than that it's great - amazing even
"


Thanks! I am trying to maintain a consistent look on all of the textures so they will look like they blend well with one another when used in a scene, but I am considering re-doing the diffuse on the machinery textures...

I will be adding some paint details to upcoming textures so there will be some color and flair Thanks for the input though.

@Wolf:

Thanks for the comment. I have definitely learned a lot myself, mostly from random online threads/tutorials and trial and error. If you want to gain some insight on some of my texturing techniques I recommend you watch this tutorial by Racer445 on CGTUTS: http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/

It is not the exact same process I use with texturing but I definitely learned a few techniques from him.

Updates:

A few bare textures I have finished over the past weekend. There is more where this came from, don't worry. I do not want to show all of the content of Scifi 3.0 but these are just a few sneak peeks! Mostly working on floors for now.

Going to start the diffuse maps after I finish some more, hopefully that will be done around the end of this week or early next week, we'll see, but without further ado...



Have any texture designs that you would like to see? Feel free to give me an idea/sketch! I am open to any of your suggestions!

Have a good day.

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Posted: 4th Aug 2013 01:13 Edited at: 4th Aug 2013 01:13
Update 08/03/13


I think I will do this in a similar style that lee does in his Reloaded blog postings... seems like a good way to do it.

Experimenting with color schemes...

Been doing some experimenting with the diffuse maps today, the old ones were -okay- but they lacked a certain something to me.

I decided to rework the color scheme to a tone more halfway between warm and cool instead of just gray... I also took a bit more time doing finer details, such as scratches and markings.



I was also thinking of doing a cleaner version (maybe) if I have extra time left over after I finish all the heightmaps for each texture.

my goal was to nail the general look for the pack today that each other texture would follow (if that makes sense) before I started chugging out other maps. I think it turned out really well!

Another little sneak peek...

Here is another sneak peek shot of other things I've been working on...



Done in sculptris and rendered in Xnormal. I imagine that this will be good for some dead space-esqe levels...

Feel free to comment or ask me questions!


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Posted: 5th Aug 2013 04:32 Edited at: 5th Aug 2013 04:34
Update 08/04/13


New Wacom graphics tablet acquired!

Today I went shopping and picked up a Wacom Bamboo Create graphics tablet to help speed up texture work. I seriously recommend people this for doing texture work in photoshop - it really helps with painting finer details and has such better control compared to using a mouse. It is also MUCH easier on the hands.

More diffuse work and texture variations...

Looking at how the stock segment textures from FPS creator had some variant textures to break things up a bit, I decided to create a number of different diffuse textures with accompanying specular maps that could be switched around on a particular heightmap. When put in a game engine, any one particular floor texture could have a unique look and would help break up the repetition. As a bonus, it means even more content will be released per texture. I plan to do at least a hundred unique textures for the pack, but each texture folder will contain variant texture maps, making them each more versatile. The differences in each variant texture will range from subtle variations as in the texture shown below, to variant textures that have a more significant impact (i.e., blown out floor panels, panels missing).

Here's what I have to show you from today:



Progress so far...

The pack is still in early stages of development, but things are starting to pick up and move a little faster. I only have about 15 textures done, a few have color maps, a few I have to redo, but once things get going they will get going.

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Quik
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Posted: 5th Aug 2013 10:29
these newer ones are a lot more interesting to look at, it's less black - dark greyish - and it makes it feel more colorful, even if it is just gray ^^



Whose eyes are those eyes?
michael x
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 5th Aug 2013 20:13
omg I want to buy this now! this is sooooo cool. your texture work is unbelievable. how many textures are you planning to make in this pack? here take a look at my pic.

more than what meets the eye

Welcome to SciFi Summer

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Posted: 6th Aug 2013 23:21 Edited at: 6th Aug 2013 23:52


08/06/13


More Textures

Not really much to say today other than I have finished working on a few more textures. I will probably have more to show at the end of today but it can wait for tomarrow.





A closer look at the second texture:




QnA:

Quote: " Quik: these newer ones are a lot more interesting to look at, it's less black - dark greyish - and it makes it feel more colorful, even if it is just gray ^^
"


Thanks, I thought they looked tons better myself, the scheme sure lends so much more to the details and nature of the textures than the old one did!

Quote: "michael x: omg I want to buy this now! this is sooooo cool. your texture work is unbelievable. how many textures are you planning to make in this pack? here take a look at my pic.
"


Thanks again! I'm planning on at least a hundred textures, or just about as many as I can cram into a single pack. I also like your screenshot, did you make that tank/generator model? You should try selling it on turbosquid, looks like it would fetch some buyers!

Progress so far...

Again, nothing real significant to report other than me finishing a bit more content today. More tomarrow! Stay tuned.

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michael x
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Posted: 7th Aug 2013 00:48
no it not a model I made. but I did have to get it fpsc ready. i just pointing out how good your texture will look for my scifi game.also i see you put a lot of work to get them to look that good that is awesome. your texture are so good Lee should pay you to make some for reload.

more than what meets the eye

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Posted: 7th Aug 2013 21:13 Edited at: 7th Aug 2013 21:14


08/07/13


Even More Textures!

Got some more textures done last night and today, redid a couple old ones as well. Expect a lot of these updates to be just texture related, but who knows what will be in store in the future...

Here are some peeks:













QnA:

Quote: "no it not a model I made. but I did have to get it fpsc ready. i just pointing out how good your texture will look for my scifi game.also i see you put a lot of work to get them to look that good that is awesome. your texture are so good Lee should pay you to make some for reload."


Your game looks like it will be pretty good! Looks like you got a lot of custom media going, which is nice to see. Also on the reloaded idea I am not entirely sure on that, in the coming months when I am back in school I may not have as much free time to work on this, but we will have to see...

Progress so far...

Just some more content done, got to add some more variant textures. Pack progress is approaching around 9-10% done.

Oh and one more thing:

I just want to say thanks to those who have been reading and following my thread/blog. It really keeps me motivated to work on this and produce the best quality assets I can!

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michael x
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Posted: 7th Aug 2013 22:20 Edited at: 13th Aug 2013 07:08
school okay I understand. not to rush you on these wonderful texture but maybe you should do what you can before you go back to school. then release the pack and price it base on what you got done. also how about some wall textures. those new pics look so good. you should get payed for such professional work. I'm not pulling your leg on this. game graphic is nothing without someone who can make good realistic looking textures. you would be the most important part of game development. without good textures the game isn't much in graphic design. you have true talent and a good eye as a artist.

also speaking of my custom model check out this scifi character pic.

more than what meets the eye

Welcome to SciFi Summer

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Posted: 13th Aug 2013 03:22 Edited at: 13th Aug 2013 03:24


08/12/13


Been away for a few days

Sorry I haven't had any content to show you for the last few days, I went on a sailing trip and could not be at my dev station for a period of time. I am going to be away for a couple more days this week though too as a FYI.

Todays stuff...

Today after my little break I decided to start working again and I made this. I was inspired by one of doom 3's textures for this one.
Sorry for the horrible seam that occurred, I will fix that later on.

Believe it or not a little 3d modeling was actually required for this one, but not in the conventional way of baking textures from 3d models...





QnA:

Quote: "I'm pulling your leg on this. game graphic is nothing without someone who can make good realistic looking textures. you would be the most important part of game development. without good textures the game isn't much in graphic design. you have true talent and a good eye as a artist."


Very true statement. The more work that is put into texture creation the better the game looks. Rushed textures are much MUCH more likely to be noticed more than very GOOD ones.

Quote: "also speaking of my custom model check out this scifi character pic.
"


Nice! I like dexsoft media's assets too, they have found many ways into my own projects, very good quality models at very affordable prices.

Progress so far...

Nothing to really say here...

Have at it!


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Posted: 13th Aug 2013 22:09


08/13/13


More remedial work

Today saw more work that makes up the backbone of each texture (i.e. the heightmap) to start creating new maps.

Friday will probably bring forth some new things, still working on floors mostly for the time being. Will probably move on to doing trim textures afterward, which will be a breeze.

The next two days I will be away from the dev station again so do not expect any updates in that time period.

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Posted: 18th Aug 2013 19:11


08/18/13


Thread is moving to FPSC models and media board...

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