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ForumsShowcase → Textures *shudder*
Textures *shudder*
2006-07-03, 2:20 PM #1
Linked because of bigness:

http://www2.hku.nl/~paul6/textures/_preview.jpg <4.4MB>
http://www2.hku.nl/~paul6/textures/_previewGuides.jpg (same picture only with a grid so you see where which texture begins and ends)
Textureset: Anasazi

I started Anasazi for 'Graphics Design for Games I' class.

The assignment was to make a textureset of 36 128x128 pixel tiles. Of which 6 base textures, 18 dissolves and 12 variation textures.

[whine]
What I originally turned in was less good as this. The disolve tiles were worse and the colour/light of the different textures varied too much. So I failed that class. Fact is, the moment I found out I mailed that teacher and asked him what I should change about my set to make it pass his critique. To which he explained in full detail. To which I assumed fixing all that would let me pass the class. So I heavily altered this set for the re-exam. I was quite proud of it and put weeks and weeks of work in it. It now has 38 textures.

Unfortunately however I heard 2 days before the reexam's deadline that that my teacher wouldn't even bother to look at it, because it was based on my origional set. Something that was never mentioned to me and no where to be found in written form. But according to my tutor and the headmaster of Game Design & Development "I should have better informed myself on what the terms were for the re-exam". I FRICKIN EMAILED THE GUY DIDN'T I??? :mad:
[/whine]

Anyway I lost that argument. (Though I still don't agree) And after about 3 weeks of being too pissed off about it to actually start anew I'm now well under way of building a completely new set from scratch :\

Again, linked because of Bigness:

-updated links below-
Textureset: Urban <W.I.P.>

So note the set Urban is far from done. Feedback is welcome.

I don't intend to change anything anymore about the Anasazi set.
If you'd like to use it or parts of it. Mail me or PM me here on the fora and I can send you a link where to download the whole set. Of course you'll have to credit me and not use it for commerical use (etc etc).
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-03, 6:45 PM #2
There's an obvious repetition factor in the upper concrete/rock texture in your second textureset. There's a darker region, which creates a repeating 'spot'. There is a similar one in the pebblish texture in the lower right. A couple of dark pixels next to each other. These things make it rather obvious where the textures are repeating. In the shingles texture, the use of the clone tool with some smoothing is obvious, because of slight misalignments between some of the shingles, and a blur effect at the edge. There's also an odd seperator between two of the light colored shingles There's an edge, but it looks a bit undefined. What's supposed to look like wood looks more like cloth. It's lacking the underlying 'lines', the texture of the wood which shows through, and consists generally of lines from one end of the bored to the other, roughly. I've tried to keep this short... Fix some of those up, and it would help it greatly. I also think this texture set might look a bit better slightly darkened.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2006-07-04, 12:07 AM #3
Splendid. I personally would use more colors but that's of little importance. No real suggestions.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2006-07-05, 8:54 AM #4
Some updates on the urban set:

- more up to date link below -
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-05, 2:35 PM #5
Okay, so, why do you have so many copies of the exact same texture?
Wikissassi sucks.
2006-07-05, 2:59 PM #6
way too tile like.

Use the magnetic lasso and the clone paint to rid yourself of patterns, and a hint of dodge/burn

otherwise quiote nice.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-07-05, 3:33 PM #7
Originally posted by Isuwen:
Okay, so, why do you have so many copies of the exact same texture?


To show they tile and because I still need to make variation tiles.


I find it hard to make something not visably tiling with only 128x128 pixels.

And the fact that my teacher hasn't replied to any of my requests for feedback doesn't help either.

Edit: I redid the pavement tiles. They had some style inconsistencies with the rest of the set.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-05, 3:35 PM #8
Originally posted by ZOOIkes:
my teacher hasn't replied to any of my requests for feedback

Then he/she isn't a very good teacher. That's what teachers are supposed to do! They're supposed to TEACH things. :mad:
2006-07-06, 10:51 AM #9
I'm on dialup, so I haven't seen the whole image, but just from what I've seen:

-The bricks along the top row have a visible diagonal line, that's the noticible tiling. Vary up the structure of the bricks, fix the dark/light balance around the line, and those should work fine.

-The inner bricks, where they fade into... sand? Concrete? If it's sand, the contours of the bricks would still be visible, even if the bricks weren't themselves. If it's concrete, the remaining visible bricks should be more defined.

-Some of the surfaces are just too blurry in comparison to other areas of the preview.

It's looking very good though, just those minor touchups from what I see.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2006-07-06, 1:29 PM #10
It looks like something you'd see from a hobbyist 3D programmer who learned how to do multitexturing with masks and who has a library of photoraped textures.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-07-06, 1:53 PM #11
Thanks Zully I'll see if I can do something about it.

What the bricks fade into is supposed to be stucco. Maybe some more refine edges would indeed be better, so it looks more like it has partly crumbled off.


And to you freelancer. If you don't have anything constructive to say, why don't you bloody piss off, eh? I never said I was good at making textures. Hell, I didn't fail the assignment for nothing. I came here asking for feedback, because my teacher isn't responding. I didn't come here to listen to your petty whining.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-06, 2:32 PM #12
Originally posted by Freelancer:
It looks like something you'd see from a hobbyist 3D programmer who learned how to do multitexturing with masks and who has a library of photoraped textures.

Feel better now?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-07, 9:04 AM #13
[http://www2.hku.nl/~paul6/textures/herkansing2/previewsmall.jpg]

That's 37 textures. One too many even.

Feedback still welcome.

Also I think my wrists just died even in spite of my wacom.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-07, 9:11 AM #14
I'd use it for a level. I really like it. Seems like you've cut down on the redundant re-tiles of the same texture as well.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-07-07, 9:31 AM #15
It's not too bad. Better than what I can do, but it lacks the certain photorealism that has become a standard of today's design industry.

1. Overall, the textures lack contrast. Easy fix, I'm sure.

2. I don't care for the shingles all that much. They draw too much attention to themselves. It would probably look better if they were more monochromatic. Plus, if you had to omit a texture, I'd go with that ugly broken shingle one.

3. The wood texture tiles too much, thanks to those lighter boards. Those definately need to be darkened.

4. Something about that sidewalk bothers me, and I can't quite put my finger on it. Perhaps it's the lines that divide the block segments. They're a big too thick and bevelled in too deep. They look like they'd be hard not to trip on. In real life, the cement block segments would be larger... but the cracks between them would be smaller, and wouldn't have such a large smooth bevel to them

I do dig the atmosphere the textures provide tho... very dusty/dirty urban. Very versitle. Perfect for a ghetto, or maybe town in a more desert climate. Keep it up. Make sure you let us use these when you're done, all right?
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-07-07, 9:37 AM #16
Excellentantete job sir

I have a few extra problems: the lines on the wooden fence are visible through the circus poster

the brown hole in the wall would probably be more realistic if you darkened the color
2006-07-07, 10:15 AM #17
Originally posted by halucid:
It's not too bad. Better than what I can do, but it lacks the certain photorealism that has become a standard of today's design industry.

1. Overall, the textures lack contrast. Easy fix, I'm sure.

2. I don't care for the shingles all that much. They draw too much attention to themselves. It would probably look better if they were more monochromatic. Plus, if you had to omit a texture, I'd go with that ugly broken shingle one.

3. The wood texture tiles too much, thanks to those lighter boards. Those definately need to be darkened.

4. Something about that sidewalk bothers me, and I can't quite put my finger on it. Perhaps it's the lines that divide the block segments. They're a big too thick and bevelled in too deep. They look like they'd be hard not to trip on. In real life, the cement block segments would be larger... but the cracks between them would be smaller, and wouldn't have such a large smooth bevel to them

I do dig the atmosphere the textures provide tho... very dusty/dirty urban. Very versitle. Perfect for a ghetto, or maybe town in a more desert climate. Keep it up. Make sure you let us use these when you're done, all right?


1) I kind of like it like this, but I'll see what my teacher thinks (once he finally replies)

2) Again I'll see what my teacher comments on it. It might indeed be too busy in comparison with the rest of the set
money•bie: If I'd make it darked it would be getting darker than anything else in the set. My teacher is real picky on that.

3) I'll try to fix that.

4) I kind of like them myself this way, and so far you're the first to mention, so I think I'll keep them this way.

Thanks for the feedback (everyone)

Daft: Yeah I figured if I did that and made the picture fit in my post so I didn't have to link to it, more people would take the effort to view them and reply. Looks like it worked ;)
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-09, 12:38 PM #18
Got rid of the rough lines in the shingles.
Darkened the hole in the shingles
Fixed the tiling issue of the fence.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-07-09, 1:25 PM #19
That last one is the best of the bunch. I like.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2006-07-10, 8:17 AM #20
Don't use a drop shadow on that circus poster, or at the very least break up the straight lines around the edges of it. If it's supposed to match the rest of the set, the poster would be lightly deteriorated, if not more. More posters would also help.

Where the stucco meets the bricks the perspective gets all wonky. It's alright where the bricks come through in the stucco sections, but the transition makes it difficult to see which is on top because of the lighting. The shadows are too thick, and you should actually use shadows instead of bevels. But by hand.

Looking better though. I'd give you an B+ for this in a beginner's class. Not sure what your professor is smoking.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2006-07-10, 8:20 AM #21
Freelancer, you do realize that 90% of textures these days are a product of source photos, and not everyone takes their own. Unless you can flat out say, "Ok, he used this photo for this texture" nothing has been raped. Honestly, there was no need for that comment at all.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2006-07-10, 1:42 PM #22
You want photoraping? Go look at some commercial shooters that use photos and photoshop's pattern maker plugin. Anyone can make textures with that thing!
Wikissassi sucks.
2006-09-04, 11:15 AM #23
I know this is rather a topickick, but I just wanted to thank everyon who helped with feedback one more time. I just got my grade back (took a while) and I got a 7.5/10 which means I passed the class. So yay!
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-09-04, 5:46 PM #24
CONGRATS!!i! You should celebrate by letting us mappers USE them all!! Yay!!

...

:ninja:
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-09-05, 6:18 AM #25
Yeah I'll zip 'm up and upload it to the jkhub or something when I find the time.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-09-10, 12:21 PM #26
Download here:

http://www.jkhub.net/project/show.php?projid=303
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com

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