in need of textures

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in need of textures

Postby Goofy » Wed Jan 16, 2008 10:25 pm

Well I've ran into a little problem, I need alittle help with some textures(think driveway) I have a border I want to be a red brick or some type of redish stone. Then theres a entry area thats the same as the brick border, but different color and has an enlay of the redish brick or stone with my shell number in D'ni in the lower part of a lighter color stone.

Then theres the upper area thats square made up of slate or a gray stone and also has a enlay, but I really don't know what I'm going to put in there. was think of a tree or symbol of some type.

Images below to give you a idea of the layout.

Image

How it looks textured:

Image

I'm not done as you can see. the grid is my UVmap. by the way do the walls look right to anybody?

I still need to figure out how to change the textures of the shell entry wall to match without ruining it. Don't mind the grey guy standing there. He's harmless :D

Thanks in advance.
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Re: in need of textures

Postby Nadnerb » Thu Jan 17, 2008 1:07 am

Heee, those look like 16x16 tiles. *is reminded of the old days of tile-based maps and graphics hardware that directly supported them* :lol:

If you want to change the texture of the shell wall, why don't you just change the texture to that wall texture you've got on the inside? If you want to only change the inside, you can separate it into multiple objects by pressing [P] with some faces selected in edit mode... (not entirely sure what you're asking, sorry)
Image
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Re: in need of textures

Postby Goofy » Thu Jan 17, 2008 8:06 am

hmmmm I need textures, I thought the title stated that. The shell wall isn't what I'm asking about. Its the floor of the hall where the grey guy is.
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Re: in need of textures

Postby Marcello » Mon Jan 21, 2008 5:22 am

Goofy I just tweaked a tile texture in FilterForge and tried to think of what you have in mind. Hopefully these textures will help:

Red tile
http://www.xs4all.nl/~noto/download/tile_red.jpg

Orange tile
http://www.xs4all.nl/~noto/download/tile_orange.jpg

Grey tile
http://www.xs4all.nl/~noto/download/tile_grey.jpg
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Re: in need of textures

Postby pappou » Mon Jan 21, 2008 7:32 pm

I love these tiling patterns.
...just sat and stared at them. I know; i'm weird.
But especially that gray set; it has the most beautiful palette of colors.
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Re: in need of textures

Postby Goofy » Mon Jan 21, 2008 9:28 pm

thanks these will work. I was kinda looking for a stone look, but when I put them in they looked rather good, well as long as I don't try to stretch them to much :roll: , then they look distorted and blury and huge ;) .

Just an example: kinda like a old coble stone road. I'm preaty sure most everyone has seen one of those. Most old roads were made that way in the begining.
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Re: in need of textures

Postby Marcello » Tue Jan 22, 2008 7:52 am

Make sure to post an image of your shell with the images in place. I'm curious about how it looks :)
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Re: in need of textures

Postby Goofy » Tue Jan 22, 2008 10:13 am

well after playing with them I kinda change how I was going to texture it. The red and orange ones were kinda overwhelming in my scene, but the grey one was rather nice. I still need to get the lighting down and the beams need to be fixed, but heres a picture of it so far.

Image

as I said the beams don't blend very well into the walls. Also not sure if I want to use the same texture for the beams. might use a metal texture.
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Re: in need of textures

Postby Chacal » Tue Jan 22, 2008 1:00 pm

You should, because tiled beams make no sense.
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Re: in need of textures

Postby pappou » Tue Jan 22, 2008 5:46 pm

Yes, Chacal is right, i think. With today's miracle glues it is possible to make the beams of tiles, but what's the point? Its not natural.

But you said, "the beams don't blend". I can't say about blending (except maybe that they seem to blend too much with the tiling around them), but right now they really are not beams. They don't carry anything.

To be beams, they need to sit under the ceiling, touching it, to have the appearance of actually carrying the weight of the ceiling. Then when the beams do touch, it would be nice to have coffers in between the beams, such as:
coffered ceiling 1.jpg
coffered ceiling 1.jpg (9.17 KiB) Viewed 4608 times

Here the beam is in the distance, and coffers are in between beams.

That last one is fairly simple; but here is really nice coffering in this Roman example:
coffered clg 2.jpg
coffered clg 2.jpg (42.15 KiB) Viewed 4608 times
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