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Moar textures:


Bikerdude

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Bikerdude: Be advised that CGTextures doesn't allow the redistribution of texture packs, only as a component of full games and levels.

 

...anyway, I don't have a Microsoft login, so I can't download it. :laugh:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Some of the textures came out very well, but unfortunately the lowest res ones (Brick textures @1024*512) didnt come out so well. ST is trying to find the hi-res originals, but if he dosent I will go a-hunting on the web.

Just use the picture in google picture search. It works really well!!

 

Gonna have to check that demolevel out later, too.

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Some of the textures came out very well, but unfortunately the lowest res ones (Brick textures @1024*512) didnt come out so well. ST is trying to find the hi-res originals, but if he dosent I will go a-hunting on the web.

 

tineye.com

I always assumed I'd taste like boot leather.

 

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If they are from CGtextures, they should be relatively easy to find.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Is there a way to download this demo mission without a Microsoft login? I tried to create one, but after some ten failed attempts, gave up on it.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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It still asks for a Microsoft account, unfortunately. :(

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Thank you, both! I tried the map, too. I like some of the textures, such as that arch, or some of the ruined-looking stuff. We don't need brick textures at 512*256, though; that's suitable for smaller ornaments, but not really good for bricks.

 

The normals could benefit from being a bit deeper (play around with scale settings), and with a bit less fine-grain noise (lower fine detail or add a bit of blur). For example:

 

low_brick_wall_old_local.jpg

 

low_brick_wall_old_local2.jpg

 

The roundedness of the stones comes out much better; the cracks look proper and the upper rim is nice and round. The noise in your normal comes from colour variance, which the app interpretes as a height difference, when it's not really one. Basically, it is a matter of minor adjustments, which makes for a minute's work in NJob. Someone like Serpentine could do better (and for fine stone ornaments,it is more hit or miss), but for the amount of work, you are getting good returns.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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  • 3 months later...
  • 2 months later...
The normals could benefit from being a bit deeper (play around with scale settings), and with a bit less fine-grain noise (lower fine detail or add a bit of blur). For example:The roundedness of the stones comes out much better; the cracks look proper and the upper rim is nice and round. The noise in your normal comes from colour variance, which the app interprets as a height difference, when it's not really one.

I was about to ask how you did this, but then I figured it out, I should have converted the TGAs from diffusemap tp heightmap then to normalmap and I then get the gorgeous result as per your post.

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