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Hi everyone! Im currently working on a space platform map, and I have the map designed, the layout complete, but Im having a lot of problems texturing the map. Im currently using the castanar texture set.
This is what it look like untextured
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this is how I tried texturing it, trying to copy terminus SE's method.
here is termnus SE method:
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and here is my attempt. It didnt work 
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Can someone explain how the basic method/process of going about texturing one of these? Im really stuck. Thx in advance!
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I'm not really sure what you're asking for. What's wrong with your own textures? And what are all those doodads?
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On July 30 2011 12:23 FlopTurnReaver wrote: I'm not really sure what you're asking for. What's wrong with your own textures? And what are all those doodads? Everyone's favourite Decals, no doubt.
To OP: Textures are relative to map position. Find where plates and panels have edges, and it becomes a little easier to transition between different types of space platform texture.
At least, if that's what you're trying to do.
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yea, i was wondering if there are any other ways to properly texture a space platform, and how to do it? And also I was wondering if anyone could clarify on the method used on Terminus SE, I cannot make my plate choice flow as smoothly as theirs.
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Well it's pretty simple actually. As you can see all the textures that are metal like etc. have some 'edges' where you could say "ok this would be 1 panel/floor plate. So what you gotta do is just take another texture and paint it exactly along those lines. As other example take the panels in your first picture. Take a different tiles texture and look for a mutual edge and paint along the lines.
As LS said, you can't move edges of a texture, you gotta adjust to them. In this picture there are 3 different textures from castanar (at least I think they're all from that tileset) just painted inside each other.
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I dont quite see what your problem is in your attempt. You mimic the technique pretty well. What are you displeased with? Just go through and use all the textures to fill the blank spaces.
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that version is old version. here is new version screen shot.
![[image loading]](http://i.imgur.com/BZPFa.jpg)
![[image loading]](http://i.imgur.com/sivPg.jpg)
![[image loading]](http://i.imgur.com/VEzg8.jpg)
![[image loading]](http://i.imgur.com/tk4Bi.jpg)
it so hard ^^;;
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I spend far too much time texturing my maps and too little time doodading.
I think the trick to space installation texture sets is to not get too caught up with the tiles, but rather blend the similar textures and only match tiles when you want it to stand out, LS does a great job of this. Wish I could pull it off I just stay away from platform textures ^.^
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ohhh I think I know what the problem is! I had a similair problem for awhile untill i figured out what I did wrong.
LawrenceVern, you are using low graphics settings in your editor so various light effects and decals doesnt show up. You can still see the helper model though but you cant really problerly place the decals using the helper model, its gonna be a mess. Also if you use low graphics settings in game decals and light effects wont show.
Go to file -> preferences -> video and change overall quality and texture quality to high. Now you should be able to see what is going on and can make maps as good as Termimus!
@LS you are a show off! But rightfully so. Terminus SE is an awesome textured map and I remember my first impression seeing it was: that must have taken awhile...
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dezi
Germany1536 Posts
Castanaar takes time. If you want a map done quick - choose another tileset. You mostly work with a small (but quick) pencil (size) and don't mesh textures into each other.
![[image loading]](http://i.imgur.com/AhrgG.jpg) Those greenish plates are from the Port Zion tileset (i prefer them over the original white ones).
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heres my attempt #2 what can i do better here? should i use more/less of 1 or place them better? althought i does look better then my first attempt + Show Spoiler +
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Follow dezi's advice. Use the paintbrush tool instead of the airbrush tool and set the increment to a high value while picking a diamond or square shape. This way you get really sharp edges. But it takes a lot of time to get it right. Look at all those little details LS and dezi made, it's mostly fiddling around with a size 1,0 paintbrush...
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What you're doing wrong is airbrushing together textures that don't make any sense. You can't just sprinkle metal plates like you can sprinkle dirt.
![[image loading]](http://i.imgur.com/vASmG.jpg)
Try thinking of the metal plates as layer: For example on the top most layer I have Castanar Metal, Grating and Mesh Then I have Grid and Panels Followed by Tiles and Small Tiles On the very bottom layer is Castanar Rock
From then I would work my way up or down and use the layers as a guideline for doing the textures.
![[image loading]](http://i.imgur.com/XvIaR.jpg) Here's 20 minutes of work in the editor with pure Castanar. I think the Rock texture in Castanar is pretty weak. I tried to keep in my what my layers were. This isn't suppose to be a deco example but I would suggest you study how to transition from one texture to the other. LS does a better example in his pictures. If you try to keep in mind the layer and apply it consistently across your entire map it leads to consistency and an overall better look. Just keep in mind that these are guidelines and not laws.
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