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How Do You Make A Nice Window Glass Texture?


gleeful

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I work mostly from photosources when making textures and was wondering how a nice, detailed and dirty windowglass like this one was made:

 

 

largesquare1004pq.jpg

 

Did some experimenting, but the results were not satisfactory.

 

I would greatly appreciate a tutorial from the person who did this (or anyone else who knows how it is done).

 

Thank you

gleeful

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I think the person you're looking for is Black thief.

 

I know, that window looks amazing does'nt it :)

 

I believe he actually modelled it out high poly and that's how he got such a great normal map. Not sure though.

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well there is never a "special way" to do a texture, especially not for photosourced textures - every photo is different, every texture is different. that window is actually rather old, I don't have any WIP saves of it anymore - here's a gif of some steps for a dirty window (I know the bottom is cut, but well it doesn't really matter, does it?)

 

window.GIF

 

normalmap (generated by highpoly model)

window1_local.jpg

 

ingame:

window1.jpg

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And he used models too Glee, for the normalmap anyways.

 

I know, Dram, thanks! :)

 

I'm using models for most normalmaps too nowadays - it's things like that great grimy glass (things you can't model or get from a photograph easily) that stunt me for now.

 

Not much of a painter, me. :(

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Sorry to go OT for a moment, but @Gleeful do you have any plans to release some of your WIP maps? Even if they're not optimised, I've been dying to run around in them just for inspiration. :)

 

Also, it would be cool if we could get your target range map up on CVS. I have the version with some changes to the scripting I made to play objective sounds and stuff, and I think that's on the ftp in the old archery range thread, but I'm not sure where all the custom models and textures should go on CVS. Finally, we need to give the target textures surface type 'straw' or 'cloth' so that arrows stick in them again.

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Sorry to go OT for a moment, but @Gleeful do you have any plans to release some of your WIP maps? Even if they're not optimised, I've been dying to run around in them just for inspiration. :)

 

Yeah, I think I will - I'll just have to figure out how to use the Cvs for uploads. Do I just put my stuff into the original TDM folders? Is that it?

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You had custom textures too, if I remember correctly? Hm. Maybe putting it up on FTP as a .PK4 is best. We don't really have any full sized (or even close) maps on CVS yet, we've kept it small so far. Plus that way, Gildoran can incorporate the textures to CVS under the new setup. Since the texture paths on CVS won't work anyway with the maps, they might as well be self-contained, I guess?

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You had custom textures too, if I remember correctly? Hm. Maybe putting it up on FTP as a .PK4 is best. We don't really have any full sized (or even close) maps on CVS yet, we've kept it small so far. Plus that way, Gildoran can incorporate the textures to CVS under the new setup. Since the texture paths on CVS won't work anyway with the maps, they might as well be self-contained, I guess?

 

That'd be smarter, yes.

 

Just give me a little time, I'm just about to finish a pretty big texture-package which I want to contribute.

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