Ambrosia Garden Archive
    • Textures and textures and textures, oh my!


      Well hi there! Just thought I'd let you all know that I just finished the (url="http://"http://www.meowx.com/texturevault")Texture Vault(/url). It's basically a bunch of tips on texturing from none other than me. And a simple form for joining the Texture Depot (for those of you who think writing email is too much work 😉 as well! Check it out, let me know what you think, and don't eat live sheeps.
      -david-

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      (url="http://"http://www.meowx.com")Meowx Design Studios(/url)
      Graphics. Games. And more...

    • Quote

      Originally posted by Meowx Design:
      **Well hi there! Just thought I'd let you all know that I just finished the Texture Vault. It's basically a bunch of tips on texturing from none other than me. And a simple form for joining the Texture Depot (for those of you who think writing email is too much work;) as well! Check it out, let me know what you think, and don't eat live sheeps.

      **

      Hehe... very humourous and informative d00d. I was almost inspired to finish my 3d anime mech looking character thinig after seeing your armored dude. Does my old account ID thing still work btw?

      PEACE YO! and save up for the hash!

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    • Cool! My comments:

      On diffusion - I don't really know how it works but I suspect "multiply" in Photoshop would be more like a diffusion map. Also, in programs that support textures with alpha masks (like Infini-D) move your texture to the alpha channel (white shows, black doesn't (depending on the program) so invert it) and make the color channel completely black. Then you can apply the texture with different modes, scaling, etc. and it will act the same way.

      On bumps - hey, hook me up with that bump map! I don't remember seeing it in the texture depot. (wait, I found it)

      A quick 'n shoddy way to an interesting bump map:
      1. New document, 50% grey (in photoshop)
      2. Noise (not greyscale, gaussian, relatively high so it all looks like a good even noise)
      3. Maximum, to a value that fits your document size. (unfortunately, 10 is the max, but you can apply it multiple times for greater values)
      4. Desaturate.
      5. Auto-levels.
      6. If you want, unsharp mask to a ridiculous amount (200%) and a radius that would take it to about the center of a tile.

      There you have a quick, shoddy, but interesting plate texture!

      Details - weathering: I hope that you wouldn't make scars and logos that big for a general texture, would you? :eek:

      Texturedepot: Geocities isn't allowing you to link it into your frame. :frown: "Open frame in new window" fixes that but it's annoying.

      All in all, a useful guide! I would reccommend getting a better diffusion example, though. 😉

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    • Great site. Great info, I've been having trouble with texturing. I'll recomend the link.

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      2nd generation idiot and proud of it.

    • Nice David! Thanks for the Folder too! I think this is a really good idea so that people can share what good textures they have with everyone else.

      - Squinky

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