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Texture Presentation


BlackThief

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Ahhh, great job. Best of both worlds. I've been downloading Doom 3 Editor Video tutorials like mad. I really want to learn this sucker and put these amazing textures to work. I should have some source photos to show sometime this week. I don't know if they will be any good, but here's hoping. I took pictures of some walls, doors and windows.

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one thing to the door texture up a few posts:

 

try to avoid the "natural" highlight, i mean that the door is brighter on the top end than it is on the lower end.

 

it will look strange in the game especially to people like me who have an eye for it.

 

persective and slightly not down straight 90 degree angles do also look strange, for this case use the arbitary tool in photoshop

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one thing to the door texture up a few posts:

 

try to avoid the "natural" highlight, i mean that the door is brighter on the top end than it is on the lower end.

 

it will look strange in the game especially to people like me who have an eye for it.

 

persective and slightly not down straight 90 degree angles do also look strange, for this case use the arbitary tool in photoshop

I read a tutorial about how to do this really easily. Too bad I can't remember where it is. The key words are "photoshop" and "high" and "low" and "frequencies"

 

Basically you ran a "remove high frequencies" filter on the image. Or was it low frequencies? I can't remember. Basically, one makes it really blurry, but the other seems to remove all the "shading" kind of tone data, so if you have a picture of a sign with a highlight or darkened corner, the sign actually becomes uniform in colour, as if it was evenly lit. It doesn't work for all pictures, but it can save you a lot of airbrushing when it does!

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got a way:

 

Layer - > New Adjustment Layer - > Brightness/ Contrast

 

than add to this layer a Gradient in the direction you need to fix the highlights (in our door example a gradiant black from top to white at bottom)

 

now add to both layer a Filter - > Offset

 

so that the bottom line is next to the top line

 

adjust the brightness / contrast

 

add to both layers a Filter - > Offset with the same count as last time multiplied with -1

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new window texture

 

I'm pretty proud that it looks very similar to the thief 2 texture. It was a lot of work, about 90% of it are drawn by "hand", but I think the work was worth it :)

 

win-yel2_512.jpg

 

and here the thief 2 texture:

WinT2.jpg

 

test in thief 3:

window_test1.jpg

 

can't wait to see it with a specular map on it ;)

Edited by BlackThief
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