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The Assets of Aosys


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#1 Aosys

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Posted 30 November 2015 - 12:41 PM

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I'm no expert at creating assets, but I figured I'd share what I have whenever I make it.

 

Custom Assets

 

Note: I'm currently in the process of reconfiguring this post, so as to have any custom assets readily available in one place. Please pardon any messy formatting/broken or missing links while this takes place.

 

Spoiler


Edited by Aosys, 18 October 2016 - 05:48 PM.

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#2 Anderson

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Posted 30 November 2015 - 01:05 PM

Looks good to me. 



#3 Bikerdude

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Posted 30 November 2015 - 01:40 PM

Is there a version of ity without specular/shine, Im thinkuing a good use for this is in a dusty castle cellar somewhere...



#4 Aosys

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Posted 30 November 2015 - 02:37 PM

@Bikerdude There is no specular currently (I wasn't sure how to make one). In real life, the tiles are a bit glossy though, so it may be worth adding one at some point.

 

For anyone who'd like it, here's a zip containing all the files:

 

https://drive.google...iew?usp=sharing

 

The .mtr may need tweaking, depending on your folder structure.


Edited by Aosys, 30 November 2015 - 03:33 PM.

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#5 Obsttorte

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Posted 30 November 2015 - 02:44 PM

The easiest way to create a specular is to use the diffuse image and desaturate it. The more you desaturate it, the more shiny the surface will look like afterwards. You can alter the brightness to tune up/down the reflection. Instead of desaturation you could also tune up/down specifiic color channels.

 

I've never created custom textures myself, though, so this is a bit theoretical. But there are others in the forum who have done this before and should be able to give you a more deep imsight on how to do this. Additionally you could check some of the stock textures who behave similar to what you are looking for and take a look how the speculars look there compared to the diffuse.

 

I hope that helps a bit.


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#6 nbohr1more

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Posted 30 November 2015 - 03:14 PM

Well, to elaborate on that:

 

The shading in the diffuse typically has dark areas represent depressions and depressions are typically less reflective than protrusions.

 

For this texture, that technique should work just fine.

 

For other textures the process would be:

 

1) Open the Diffuse in Njob

2) Generate a Normal Map

3) Convert the Normal map to a Height Map

4) Export the Height map and play with the contrast levels and brightness (make it dark gray and low contrast)

5) Selectively brighten areas you want to be shiny

6) Use modified image as specular map


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#7 Bikerdude

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Posted 30 November 2015 - 03:17 PM

For anyone who'd like it, here's a zip containing all the files:

Link isnt right, wants me to login..



#8 Aosys

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Posted 30 November 2015 - 03:34 PM

Link isnt right, wants me to login..

 

Fixed it, hopefully. Try it now.



#9 nbohr1more

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Posted 30 November 2015 - 03:45 PM

Oh, I forgot Njob has an AO map output. That would be a better fit than heightmap...


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#10 Bikerdude

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Posted 30 November 2015 - 04:05 PM

Fixed it, hopefully. Try it now.

Got it.



#11 Aosys

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Posted 30 November 2015 - 04:08 PM

Btw, thanks for the specular advice, guys! I'll look into it when I've got a chance.



#12 Aosys

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Posted 06 December 2015 - 02:48 PM

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New (non-tiling) ceiling panel texture! Think the normalmap could use a bit of work though...

 

D2XnGAb.jpg

 

GnYQrij.jpg

 

NC4CsGI.jpg

 

UuBPkFM.jpg

 

mhyLMb3.jpg

 

y2mteNM.jpg


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#13 Melan

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Posted 06 December 2015 - 03:12 PM

Why would that be nontiling? Seems to tile well enough to me.

 

(It looks good, BTW!)


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#14 SeriousToni

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Posted 07 December 2015 - 06:12 AM

Very nice indeed! (the normal map is a bit too strong on the flower I think)


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#15 Obsttorte

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Posted 07 December 2015 - 05:21 PM

I actually like the flower, but it is hard to judge from a screen. Would have to see it ingame. Good work btw. :)


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#16 SeriousToni

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Posted 07 December 2015 - 06:53 PM

I actually like the flower, but it is hard to judge from a screen. Would have to see it ingame. Good work btw. :)

 

Well try to compare it from the first picture and then ingame. I think ingame it looks more like some kind of worn..?

I don't try to be mean, though! Good work anyway! ;)


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#17 Obsttorte

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Posted 08 December 2015 - 04:53 PM

Well, he said he needs help with the bump, and I'm no expert on that anyways, so I didn't took your comment as mean.

 

Actually, from my limited point of view, I think that bumpmaps are the most difficult part in texture creation. Sadly I don't know who of the members is most qualified at helping out in this matter.


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#18 SeriousToni

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Posted 08 December 2015 - 05:41 PM

I think blurring out the harsh detailed parts on the flower could already do the trick. This should give it a more natural form by not making it look so scarred / weathered. Creating bump maps was always a kind of experiment to me, but making alternative textures and see what looks best was helping me in the end. But that's just my POV :blush:


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#19 Aosys

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Posted 10 December 2015 - 06:29 PM

Thanks for the feedback guys! Maybe I'll try and tweak the normal a bit before I release, which hopefully will be in the next week or so (irl workload has skyrocketed...)


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#20 Aosys

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Posted 31 January 2016 - 01:30 PM

Here's the prefab for a standard wall tent I made (pretty much just brushes and patches):

 

https://drive.google...iew?usp=sharing

 

Should be big enough to allow both AI movement and some amount of interior decorating (cots, desks, furnaces, etc.), and is fully monsterclipped. Probably needs some performance tweaks. Feedback appreciated!



#21 NeonsStyle

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Posted 02 September 2016 - 01:28 PM

Love em. 



#22 Aosys

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Posted 18 October 2016 - 03:40 PM

New tile texture is finally done (more or less):

 

LWH6NUV.jpg

 

Download

 

Spoiler

 

A couple of notes:

 

1. Sorry for the slightly lower resolution, the base texture was taken with a camera phone which in hindsight was not ideal.

 

2. IMO, this texture looks best at 0.125 default scale (which is what it's set to in the above screenshots).

 

3. This version has no specular. I'll probably release a glossy version at some point.

 

3. Feedback is appreciated!


Edited by Aosys, 18 October 2016 - 03:43 PM.

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#23 SeriousToni

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Posted 18 October 2016 - 04:19 PM

You should try out a glossy version imho. In this case on the screens it looks a bit dull / lifeless (even more in combination with those dark wood textures). Could be that it fits better on a screenshot with more surrounding bright textures and blue light though. :o


Edited by SeriousToni, 18 October 2016 - 04:19 PM.

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#24 VanishedOne

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Posted 18 October 2016 - 05:18 PM

I think it's the big expanse of floor making it look dull. It might look good in combination with a rug or something.

 

A blend with one of the generic cubemaps would be another possibility for a glossy version.


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#25 Aosys

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Posted 18 October 2016 - 05:44 PM

I think the original version would work well for anyone who wants the tiles to look old/dusty.

 

Here's the glossy version as promised (just using a specular), and it does look noticeably nicer (:

 

Download

 

Spoiler

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