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Author Topic: Textures artists?  (Read 16162 times)
Eli
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« on: March 10, 2007, 05:54:30 PM »

Are they many skilled textures artists that are into this game?  If so I would love some help on a level I'm designing, new textures would be cool just because I'm bored of seeing evillair stuff in every level and I have a unique look in mind, anyone wanna help?
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tw3k
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« Reply #1 on: March 10, 2007, 05:59:23 PM »

i'd be glad to, what do you want?
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Eli
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« Reply #2 on: March 10, 2007, 06:31:17 PM »

Well theres a few things...My goal is to create a small map pack for myself with all the levels following a fairly consistent style throughout them.  I've been mapping for a while but I feel like I'm finally good enough at it to start releasing some stuff, and I'm gonna start with these levels.  Back to the textures though, the main thing I want for now is a bunch textures for a construction area.  Only not a real world construction zone, but one for an unrealistic arena style level, like what one of the quake 3 or unreal tournament tech levels may have looked like while it was being built.  So basically lots of concrete, metel girders and trims, pipes and machinery, plywood, drywall, basic floor tiles and step trims, normal fluorescent lights, construction tape, maybe some simple brick, and I also need some basic dirt or grass textures to surround the level with.  I know it's somewhat ambitious and also vague, but I've got some pictures of construction zones as well as concept if you want to help.
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tw3k
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« Reply #3 on: March 10, 2007, 06:44:00 PM »

sure, i'll start one at a time, but concepts would help.
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Eli
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« Reply #4 on: March 10, 2007, 07:02:05 PM »

Here I found some good material examples:
http://web.maynard.ma.us/photoarchive/vistas/nms000130p1m.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms6267.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms6301-02.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms6307.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms000130p2m.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms000130p3m.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms000130p4m.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms6344.jpg
http://web.maynard.ma.us/history/schools/nms/cons2/nms6328.jpg
http://industrialreports.com/inside.jpg
http://info.wlu.ca/fsw/st_jeromes/NewKitchenerCampusRestorat/Photos/Interior/2005November/2ND%20%20FLOOR%20ADDING%20INSULATION,%20DRYWALL%20&%20WINDOWS.html
http://brandon.fuller.name/photos/2005/2005-03-09--Insulation.jpg
There's a bunch of real world construction zones, but for the map everything should have a consistent gritty, tech/grunge look to it.
« Last Edit: March 10, 2007, 07:08:06 PM by Eli » Logged
tw3k
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« Reply #5 on: March 10, 2007, 07:36:51 PM »

I've only looked at the first image but I immediately think of Renaissance Towers. The inside formed concret using ply-wood as forms. Giving the interior a robust constructed feel.
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Eli
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« Reply #6 on: March 10, 2007, 08:00:04 PM »

Yeah, I think your starting to see what I see.  Take those buildings, imagine what they would have looked like half way through their construction, and then say that they were never finished and left to become derelict in some wasteland with gray, cloudy skys rolling over them.  I kinda have this image of some massive structures, built to be the pinnacle of mankind's achievement, like the World Trade Center or the Hancock tower when they were first built.  Only these buildings were never finished because of some apocalyptic disaster and now they sit unfinished and lifeless overlooking some dystopian landscape.
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dmn_clown
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« Reply #7 on: March 10, 2007, 11:46:19 PM »

Try to kill 2 birds with one stone if you do this.  Have the original textures in the same path w/ the same names as iD's.
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tw3k
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« Reply #8 on: March 11, 2007, 12:33:16 AM »

heh, good idea Smiley
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Eli
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« Reply #9 on: March 11, 2007, 10:24:52 AM »

no I think that's a bad idea, these textures aren't related in anyway to ids and that would just confuse things.  These should all be under a folder called "Deathmatch Towers" or something along those lines, though I can just adjust the names for the pack anyway, so for now it doesn't matter so much.
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dmn_clown
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« Reply #10 on: March 11, 2007, 02:06:15 PM »

Actually it is a good idea, and would speed development.  There is nothing that says the replacement textures created have to be similar to iD's textures.  Who cares what iD's maps look like in our game? d-;
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Eli
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« Reply #11 on: March 11, 2007, 06:22:37 PM »

Yes, but I also have quake 3 installed and radiant uses both of them, just seems somewhat unnecessary.
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dmn_clown
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« Reply #12 on: March 11, 2007, 07:45:32 PM »

if you set up radiant properly for oa you shouldn't have a problem with it.  It is a slightly different setup as oa uses the baseoa folder not baseq3.  If you are using radiant 1.5 I posted my config somewhere on the boards.  If you are using 1.4... the setup will be completely different.
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