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Author Topic: more texture variations  (Read 134260 times)

KelvinNZ

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Re: more texture variations
« Reply #105 on: May 15, 2013, 03:05:20 pm »

This was just playing with a texture I found and was curious to see what it would look like. This one was just for fun. It is too exaggerated for my liking and I came to the same conclusion as you guys did. also reminds me of large biscuit slices  :D
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KelvinNZ

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Re: more texture variations
« Reply #106 on: May 15, 2013, 08:26:23 pm »

Ignore the colour just testing the composition of this dry desert texture.

up close


at a height


EDIT: Just to give you some perspective...
« Last Edit: May 15, 2013, 08:44:41 pm by Kelvinr »
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christibbs

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Re: more texture variations
« Reply #107 on: May 15, 2013, 08:30:41 pm »

kelvinr, this is the best texture you've done so far. well done.
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KelvinNZ

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Re: more texture variations
« Reply #108 on: May 15, 2013, 08:31:58 pm »

Thanks.

There was mention somewhere here that some sort of better transition from grass to other areas would be good, well I assume something like could work as an intermediary texture to create a nice transition whilst using a separate texture for the rock top-surface material. You see at present the stoney texture you see here goes all the way down the slope over the rocky parts there.

Not sure what Brano has in mind for the transitional areas yet, maybe a better mask blending or something like this (an extra texture) who knows.

« Last Edit: May 15, 2013, 08:34:08 pm by Kelvinr »
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KelvinNZ

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Re: more texture variations
« Reply #109 on: May 15, 2013, 10:44:03 pm »

While I'm still in the mood for some screenshots...

leaves on rock


same leaves on more rock


a recently tweaked version of rock (midday)


same rock at 1600 hours


video sample of that same rock


K.

« Last Edit: May 15, 2013, 10:46:21 pm by Kelvinr »
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ZeosPantera

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Re: more texture variations
« Reply #110 on: May 15, 2013, 11:14:48 pm »

Cameni and Angry better start cutting you checks Kelvin.. \
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Can you link me to your Minus album with all of these? I want to post it on reddit!
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Jagerbomber

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Re: more texture variations
« Reply #111 on: May 15, 2013, 11:32:41 pm »

Is there a way to tone down the glazy look of the rocks a little bit?  Or is that something else kind of built in to Outerra somewhere else? er... whatever

It's a gripe I have with quite a few games... mostly noticeable in Skyrim (and the others).  (Strange thing is that disabling the specific setting for that glaze made Oblivion crash...  ::)  Probably the same for Skyrim.)
« Last Edit: May 15, 2013, 11:36:41 pm by Jagerbomber »
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KelvinNZ

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Re: more texture variations
« Reply #112 on: May 15, 2013, 11:38:44 pm »

@Zeos - whatever happens, happens  :) I enjoy doing this work especially seeing the end results. Also, actually My Minus album(s) are all over the place but i'll sort them out and upload to a single album then post back here.

K.
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KelvinNZ

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Re: more texture variations
« Reply #113 on: May 15, 2013, 11:44:01 pm »

Is there a way to tone down the glazy look of the rocks a little bit?  Or is that something else kind of built in to Outerra somewhere else? er... whatever

It's a gripe I have with quite a few games... mostly noticeable in Skyrim (and the others).  (Strange thing is that disabling the specific setting for that glaze made Oblivion crash...  ::)  Probably the same for Skyrim.)

Unfortunately not under my control. I know there are some precision issues with the rocky areas at the moment. The one thing that does seem to be exaggerated in OT is if there are any light areas of textures, OT seems to be unforgiving here and they can look brighter than gods' goblet reflecting from his almighty glorious bright light  :D

There will be other enhancements to the textures down the track regarding height maps, specular, perhaps even occlusion depending on what Brano wants to do or has time for. Hek, he might even have some algorithm up his sleeve for some texture enhancement that hasn't even been invented yet  ;D

K.
« Last Edit: May 15, 2013, 11:52:05 pm by Kelvinr »
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KelvinNZ

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Re: more texture variations
« Reply #114 on: May 16, 2013, 12:42:36 am »

Cameni and Angry better start cutting you checks Kelvin.. \
\
Can you link me to your Minus album with all of these? I want to post it on reddit!

Here you go Zeos, Minus album.
http://min.us/m8dVdBSJz1m0A
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PytonPago

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Re: more texture variations
« Reply #115 on: May 16, 2013, 01:17:37 am »

The cracks-pattern on the dry earth looks really nice .. i wont some wet dirt go that way after being hot for a day !! : )
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ZeosPantera

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Re: more texture variations
« Reply #116 on: May 16, 2013, 02:29:00 am »

Appreciated.
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Ozybolairy

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Re: more texture variations
« Reply #117 on: May 16, 2013, 02:41:16 am »

This was just what I was talking about, so great job with the quick turnaround from my query! We'll see what the brains has planned and if this solution will be implimented in the future no doubt.

The second query I had was are textures paintable on the terrain or do you think this may be included?
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KelvinNZ

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Re: more texture variations
« Reply #118 on: May 16, 2013, 03:10:14 am »

This was just what I was talking about, so great job with the quick turnaround from my query! We'll see what the brains has planned and if this solution will be implimented in the future no doubt.

The second query I had was are textures paintable on the terrain or do you think this may be included?

I'm not sure what you mean by paintable. Could you elaborate on your question?
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Ozybolairy

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Re: more texture variations
« Reply #119 on: May 16, 2013, 12:50:39 pm »

By paintable I mean just as the road tool allows you to draw rounds, there could be a texture tool which allows you to paint textures. For example take a golf course, you would start with a base texture which would form the rough, over the top you could draw a fairway and at one end add the green. This then leads to texture brushes, you could add a feather effect to the texture which can be altered  so it gradually merges with another texture e.g. from grass to mud, or cuts off straight away e.g. A zebra crossing
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