Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / making scifi hard metal - ish textures

Author
Message
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 03:26 Edited at: 4th Dec 2009 03:40
hey all its me

I was just wondering how real game developers like ID get textures that look like the pic below:



I sort of know how they do it, but so far I have this, and I think they turned out really well. The only thing I don't like though is that it looks just a little too plain. By the way, these are for Revelation!

here it is:

Please don't copy the picture and use it in your commercial game, i wouldn't be very happy with that (thank you!)

ALL CUSTOM MADE!!!

Three hours apiece.

Attachments

Login to view attachments
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 03:28 Edited at: 4th Dec 2009 03:40
Heres another

Attachments

Login to view attachments
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 03:28 Edited at: 4th Dec 2009 03:41
another

Attachments

Login to view attachments
teamhalo
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: florida
Posted: 4th Dec 2009 03:35
You should watermark those, just in case, as they look very good and it probably took a lot of your hard work. I'd love for you to do a tutorial or something on how to design those, if you have time.
They look great, keep it up.
-tony

Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 03:37 Edited at: 4th Dec 2009 03:47
I was thinking of watermarking them... might as well.

thanks for the reply!

I was also thinking of making a tutorial too.

All therse will be rendered in X10, so they will look even better with shaders.
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 18:06
More work this time some floor textures. I will post them in the actual resolution if you request. just did them now.

Attachments

Login to view attachments
Asteric
17
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 4th Dec 2009 18:11
The scratching is way too white, try using them as overlays.

Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 4th Dec 2009 20:48
Great Texture Work! Some a bit more refining but look all good! I gues I have to make a game called "WaterMark", so i can use those textures. Haha, just kidding .

Red Eye


Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2009 22:10 Edited at: 4th Dec 2009 22:10
hey thanks!

I just got the normals and specular maps applied, and thay liik great. I think they look even better than Id's by the way.

Attachments

Login to view attachments
PW Productions
16
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 5th Dec 2009 03:14
Quote: "The scratching is way too white, try using them as overlays."


Yes, agreed. I personally love doing scifi textures. I'd suggest making the opacity of those scratches less, add more definition inside of them, and make them more greyish.

Excellent work

Cheers

Dooms101
15
Years of Service
User Offline
Joined: 29th Nov 2009
Location: in a SNES Rom =)
Posted: 5th Dec 2009 05:07
Wow those look really good, but I have some questions for you since I was just about to make a help thread. I know FPSC supports normal maps, and specular maps. But does it also support displacement maps and occlusion maps? I've looked into some of the SciFi textures that come with FPSC and it seems like it has normals, specular, and displacement maps.
I've been using CrazyBump for my mapping (it works soooo well) and it exports all the maps listed including a 'diffuse texture'? So I was wondering what I should use when making textures.

Also: does FPSC support mipmapping through .dds files?

~To mod... or not to mod? That is the question...
Gunn3r
18
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 5th Dec 2009 05:15
Is it possible you could post up a tutorial on how to create one of these textures? I do like to the look of them.

Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 5th Dec 2009 14:56 Edited at: 5th Dec 2009 21:49
I will post a tut when I have time.

But heres some more pics of test scenes with normal an diffuses maps, etc.

@dooms101: Fpsc does not support mipmapping. A good program to make textures on would be macromedia fireworks MX, thats what I used for these. Then open them in gimp or crazy bump and make a normal map. Then make a specular map, and add those to fpsc x10 where they are supposed to be.

As far ad I know, X10 does not support ambient occlusion., but I think it might support displacement.

Attachments

Login to view attachments
J T Huges
15
Years of Service
User Offline
Joined: 24th Oct 2009
Location: O-HI-O. USA.
Posted: 3rd Jan 2010 06:56
That is very nice work you have done there.
Good Job.

Live Long -N- Rock'n Space Cowboys
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 3rd Jan 2010 23:44 Edited at: 3rd Jan 2010 23:58
Macromedia fireworks is a web graphic design program, mostly the functions are for layering and slicing to create hotspots for buttons etc then export to html or direct import into Dreamweaver, dont understand why your using that to create textures , but each to his own, maybe thats why your taking three hours to slice and up and overlay these images your using.
Those textures are very advanced if your creating them from scratch.
Its been a while, but I did learn to use all Macromedia products while in Uni, I dont remember fireworks using the brushes that would be needed to create these, things change of course, so a tut would be nice.
Hamburger
15
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 5th Jan 2010 21:50
some of them take longer than the others, but I just geta grey concrete texture and add soft lines at 70 percent opacity and add images etc (ill make a tutorial) They are actually more easy to make for me now that I can bang them out in nothing flat. But fireworks is also a graphics design program that can export jpegs and etc, but I also like photo shop too because of all the cool features. The fireworks I use is from like 1998 or '97... can't really remember.

Ill probably get blender also to make my textures, so I can make more complex ones.

Login to post a reply

Server time is: 2025-06-08 02:13:18
Your offset time is: 2025-06-08 02:13:18