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Old 10-12-2003, 02:47 AM   TeXture Discussion Post #1
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ok, this is almost the first time I've ever done this... asking.. how do i do this? lol. Well, I would like to create texture quite similar to this... like a quake3 style. I never found any good suggestions or tutorials.. and i tried myself but i can't pull anything off... heres the pic saw that made me want to do this kind of stuff: http://www.deviantart.com/deviation/3049846/
If you find a tutorial or give any suggestions on how to get that type of texture.. i will praise you I'm working on a game and i thought thats a very appealing type of texture for the style of game im working on.
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Old 10-12-2003, 05:56 AM   TeXture Discussion Post #2
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Alistair if you can not wait for Mark`s tutorials, see this tread:

http://www.photoshopgurus.info/forum...pic.php?t=3717

here are some that can you give an idea how to make an ageing metal effect :
http://www.valdesign.com/tuto_englis...talrouille.htm

http://www.artis.uni-oldenburg.de/books/Kai_Krause/
http://www.gurusnetwork.com/tutorial...shop/rust.html
http://www.aovs02.dsl.pipex.com/index2.htm

And this site for textures and some of them are for free, you may want to check that too:

http://www.stormvision.net/index.cfm...icles/cat_ID/3

BTW there is alweys google search:specific photoshop tutorials.

Hope this can help.
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Old 10-12-2003, 10:50 AM   TeXture Discussion Post #3
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Hi, I havn't posted in a while but have been reading posts with interest.

This question caught my eye and I think I can add some things... ;\

http://www.jaquays.com/ - the Game Art Resources section of Paul Jaquays (ex id Software) site has a lot of good links that he compiled originally in the forum at http://www.map-center.com/

http://www.planetquake.com/hfx/ - [HFX] by Yves Allaire, another very talented artist who also produced a number of community texture packs for Q3A, all free to use for non-commercial etc. (unfortunately he's hosted on PQ so there's a lot of annoying adverts from GameSpy)

I know quite a lot more but don't want to clutter the post with a whole list of links. [confused]

It may also be worthwhile reading the Shader specifications for Q3A or one of the more modern games if you havn't already because some of the funky bits of the rendered textures are coded modifications to the textures.

One last thing. Quite a significant number of the original id textures for Q3A used rendered 3D models as a starting point and this is now common practice.

I'm sorry I don't know any of the specifications for textures for UT2k3 because my PC isn't strong enough so I havn't done any game textures for a while. :{ |

I hope I can be of help and am not telling you things you know already [innocent]
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Old 10-14-2003, 02:09 AM   TeXture Discussion Post #4
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Quote:
Originally Posted by ToXin
Hi, I havn't posted in a while but have been reading posts with interest.

This question caught my eye and I think I can add some things... ;\

http://www.jaquays.com/ - the Game Art Resources section of Paul Jaquays (ex id Software) site has a lot of good links that he compiled originally in the forum at http://www.map-center.com/

http://www.planetquake.com/hfx/ - [HFX] by Yves Allaire, another very talented artist who also produced a number of community texture packs for Q3A, all free to use for non-commercial etc. (unfortunately he's hosted on PQ so there's a lot of annoying adverts from GameSpy)

I know quite a lot more but don't want to clutter the post with a whole list of links. [confused]

It may also be worthwhile reading the Shader specifications for Q3A or one of the more modern games if you havn't already because some of the funky bits of the rendered textures are coded modifications to the textures.

One last thing. Quite a significant number of the original id textures for Q3A used rendered 3D models as a starting point and this is now common practice.

I'm sorry I don't know any of the specifications for textures for UT2k3 because my PC isn't strong enough so I havn't done any game textures for a while. :{ |

I hope I can be of help and am not telling you things you know already [innocent]
wow, thanks, those links helped a lot! Now... you said you have some other links that may be of use?
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Old 10-14-2003, 02:12 PM   TeXture Discussion Post #5
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Thanks Ljiljana and ToXin. I look forward to follow these links!

BTW, Skyshi: that is one hell of a good work! [righton]
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Old 10-14-2003, 06:48 PM   TeXture Discussion Post #6
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As for more, I think it may be best if you give more of an indication as to what specifically (for now) you are planning to do. My links list could keep you busy until christmas if you read through say 10 a day... [honesty] %}

Also, perhaps if you indicate your current level of understanding, by that I refer to such things as game texture specifications and how to use shaders etc., so I can point you towards the most relevent information. I don't want to be pointing you towards things you already know
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Old 10-15-2003, 01:57 AM   TeXture Discussion Post #7
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Explain to me a bit more about shaders. The thing is is im making textures and a couple simple models for the game, i dont program it, i dont code it... so if theres any lighting or shading techniques that are in the games code, thats up to my programmer Skyshi told me he just used airbrushing and a couple other techniques to make that peice. I think he had to have some good method or something to create that. I think I just need to learn a bit more ont he basics of texturing.
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Old 10-16-2003, 09:42 AM   TeXture Discussion Post #8
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Shaders in a game were introduced in Q3A as a means of animating textures and making all the 'special effects', but with a penalty...
Each shader effect required a rendering pass - increasing the graphics load. Neon glows, flashing computer screens, lightning on model 'skins' - all shader effects.

Probably the best read is http://www.qeradiant.com/manual/Q3AS...nual/index.htm - the 'official' Q3A shader manual by Paul Jaquays & Brian Hook.

Something that I believe wasn't done in Q3A but is now more common - collapsing the shader stack using a multitexture extension to render in a single pass(a job for the coders).
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Old 10-16-2003, 10:36 AM   TeXture Discussion Post #9
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To be honest, shaders are at the upper end of texture making know-who, a basic understanding will allow you to make the basis of some really nice textures - getting the most out of what is possible, but not all textures need to have shaders...

How about we start with some basic ideas, I'm going to make a couple of assumptions: you're better at Photoshop than me, you have a newer version of Photohop than me (5.0 + elements, useful because it was free with my printer and has 'liquify' so I use them both)

The key to making textures is the power of layers... as with quite a few other things in PS, layers give you such diversity and control it's amazing 8}
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Old 10-16-2003, 09:48 PM   TeXture Discussion Post #10
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Ok, I've got another pretty cool link that you might like to share, although it depends on your connection - the file is download only at 112Mb! Video tutorial on game texture making... [shhh]
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