Marble Pillar
Marble Pillar
I am currently in the process of skinning the Pillar of Autumn level.
Human objects will be marble, bronze and gold.
Covenant and their equipment will be natural ore and gemstone.
Here's what I have so far.
Human objects will be marble, bronze and gold.
Covenant and their equipment will be natural ore and gemstone.
Here's what I have so far.
- [RR]RedRene
- Posts: 482
- Joined: Sat Feb 03, 2007 11:01 am
- Location: England
thank you sir.
I do plan on skinning the entire game.
I also have some things in the works to really fine tune this level before I move on.
I'm just having difficulties with injecting my models.
If I can solve that problem the doors will all be replaced by velvet curtains and I'll throw in some roman columns for the full effect.
I should have the control panels skinned by this evening I'll post when I'm done.
I do plan on skinning the entire game.
I also have some things in the works to really fine tune this level before I move on.
I'm just having difficulties with injecting my models.
If I can solve that problem the doors will all be replaced by velvet curtains and I'll throw in some roman columns for the full effect.
I should have the control panels skinned by this evening I'll post when I'm done.
- hiheyhello
- Posts: 781
- Joined: Sun Oct 07, 2007 11:03 am
- Location: ontario
Are you just copy and pasting textures from google if so dont.
Its a interesting idea really just not executed well, really its alot of work to skin the entire game, if you do end up going through with this try to make the textures tileable.
my advice would be start small and then get bigger.
Its a interesting idea really just not executed well, really its alot of work to skin the entire game, if you do end up going through with this try to make the textures tileable.
my advice would be start small and then get bigger.
Tural wrote:I like to pretend I have friends.
There is more to it than that. I'm also altering the multi and texture maps to fit the images.
The metal textures are several layers of different tones of copper to get a less tiled look during the cinematics.
I have done quite a few adjustments thus far and the grunt skins are a combination of images and level/contrast adjustments with some extra tablet work to fine tune.
Its a big project but I'm having fun with it and that's really what counts isn't it?
The control displays I'm working on will all be self made with no external images. I'll be posting those in a few hours
The metal textures are several layers of different tones of copper to get a less tiled look during the cinematics.
I have done quite a few adjustments thus far and the grunt skins are a combination of images and level/contrast adjustments with some extra tablet work to fine tune.
Its a big project but I'm having fun with it and that's really what counts isn't it?
The control displays I'm working on will all be self made with no external images. I'll be posting those in a few hours
OK so I see you wanna skin... but this can be much better...
first, the same texture on different surfaces, like walls and floors, usually does not look good...
secondly, marble looks best in very dull, neutral colors, not when you color them all blue, purple, yellow, and green...
thirdly, they are not very seamless..
try to make the texture seamless and remove its color... then apply it only to a certain part of the level, maybe columns or something, not flooring or walls... use other textures for those parts...
first, the same texture on different surfaces, like walls and floors, usually does not look good...
secondly, marble looks best in very dull, neutral colors, not when you color them all blue, purple, yellow, and green...
thirdly, they are not very seamless..
try to make the texture seamless and remove its color... then apply it only to a certain part of the level, maybe columns or something, not flooring or walls... use other textures for those parts...
Thanks for the advice.
The problem I encountered with this is that the ceiling automatically takes the same bitmap as the floor.
It is my understanding that I'd have to alter the bsp in order to change that.
I did take some of the floor texture and apply it to sections of the panels and burn panels because it seemed to go with my theme.
If you have any suggestions as to what might go well with the marble theme on the walls I'd be happy to work on it.
Yeah I do need to do some extra work to make things seamless. I've nearly gotten it on the copper tones but still need to tweak that a bit.
The marble will be a bit harder but it is supposed to be tile after all so I'm not wanting to eliminate that.
I am actually thinking of darkening my edges on the floor and perhaps even adding a slight bevel with some chip to make it look more like tile.
I tried it out with a white marble first but it didn't really do it for me. I wanted a bit of variation from the dull grey we're used to seeing.
I've actually dulled the green down a bit from my first test I'll see if I can dull it any more without it looking washed out.
The problem I encountered with this is that the ceiling automatically takes the same bitmap as the floor.
It is my understanding that I'd have to alter the bsp in order to change that.
I did take some of the floor texture and apply it to sections of the panels and burn panels because it seemed to go with my theme.
If you have any suggestions as to what might go well with the marble theme on the walls I'd be happy to work on it.
Yeah I do need to do some extra work to make things seamless. I've nearly gotten it on the copper tones but still need to tweak that a bit.
The marble will be a bit harder but it is supposed to be tile after all so I'm not wanting to eliminate that.
I am actually thinking of darkening my edges on the floor and perhaps even adding a slight bevel with some chip to make it look more like tile.
I tried it out with a white marble first but it didn't really do it for me. I wanted a bit of variation from the dull grey we're used to seeing.
I've actually dulled the green down a bit from my first test I'll see if I can dull it any more without it looking washed out.
but if you want it to look like tile you should put lines on the outside to make it look more like tile
http://www.homeadditionplus.com/images/Tile_floor.JPG
if you make it like that, it would be better, but if you won't then making it seamless is the best way to go...
but really, only one specific bitmap should have the marble... it looks better in columns and supports, not really flooring or walls...
this was my attempt at a marble texture... it is not very seamless, but if it were, it would look very nice... take no notice of the floor >.>
http://www.homeadditionplus.com/images/Tile_floor.JPG
if you make it like that, it would be better, but if you won't then making it seamless is the best way to go...
but really, only one specific bitmap should have the marble... it looks better in columns and supports, not really flooring or walls...
this was my attempt at a marble texture... it is not very seamless, but if it were, it would look very nice... take no notice of the floor >.>
- hiheyhello
- Posts: 781
- Joined: Sun Oct 07, 2007 11:03 am
- Location: ontario
I'm working in PS but Gimp will do just fine.
The poster on the left is mine the one on the right I can't take credit for I got it as a myspace message and had to use it.
I'm using DXTBmp to convert the .dds into .bmp because my PS plugin can't seem to save in the proper format.
I'm still learning the ropes and have a long way to go to get where I want to be but the exercise is good for the artist in me.
The poster on the left is mine the one on the right I can't take credit for I got it as a myspace message and had to use it.
I'm using DXTBmp to convert the .dds into .bmp because my PS plugin can't seem to save in the proper format.
I'm still learning the ropes and have a long way to go to get where I want to be but the exercise is good for the artist in me.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
so you have trouble getting seamless textures?
if you have photoshop...
http://www.planetphotoshop.com/using-ma ... nds-2.html
if you have photoshop...
http://www.planetphotoshop.com/using-ma ... nds-2.html
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- guysullavin
- Posts: 1542
- Joined: Sun Sep 16, 2007 6:11 pm
- Location: Niagara-on-the-lake
- Contact:
or he can:
1. get the texture, and cut about 20 pixels off the top
2. drag the cut piece to the bottom of the of file, then drag the larger piece up to align with the sides
3. then edit the large piece to have the pattern line up seamlessly with the cut off strip
4. then drag the strip back to the top and conjoin the pieces.
5. do the same for the sides and you should have a seamless pattern
of course i cant provide proof this works being away from my computer, but its my idea how to do this
1. get the texture, and cut about 20 pixels off the top
2. drag the cut piece to the bottom of the of file, then drag the larger piece up to align with the sides
3. then edit the large piece to have the pattern line up seamlessly with the cut off strip
4. then drag the strip back to the top and conjoin the pieces.
5. do the same for the sides and you should have a seamless pattern
of course i cant provide proof this works being away from my computer, but its my idea how to do this
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