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[G] Basic Texturing Principles - Page 2

Forum Index > SC2 Maps & Custom Games
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mangoloid
Profile Joined September 2010
100 Posts
February 06 2012 22:29 GMT
#21
I love how simple this is. The difference between "spacious" and "transition" textures is really easy to grasp, and following the prinicple will drastically improve a new mapper's texturing. I would also be interested in seeing this extended to doodads.

A question: there are a number of non-natural textures (grating and the like) which I would not quailfy as either "spacious" or "transition". What would you say are the most effective ways of implementing those?
Koagel
Profile Joined October 2010
Austria167 Posts
February 06 2012 22:45 GMT
#22
On February 07 2012 07:29 mangoloid wrote:
I love how simple this is. The difference between "spacious" and "transition" textures is really easy to grasp, and following the prinicple will drastically improve a new mapper's texturing. I would also be interested in seeing this extended to doodads.

A question: there are a number of non-natural textures (grating and the like) which I would not quailfy as either "spacious" or "transition". What would you say are the most effective ways of implementing those?


Yes, you are correct, this principle is not applicable to artificial textures (maybe to concrete, but it depends on the way you're using it). The first tutorial I wrote, a long long time ago, dealt with some of this stuff. You can look at it in the Good Map Textures thread, you can find it in the Mapmaking Links Compilation, or just by clicking here.
mangoloid
Profile Joined September 2010
100 Posts
February 07 2012 00:48 GMT
#23
On February 07 2012 07:45 Koagel wrote:
The first tutorial I wrote, a long long time ago, dealt with some of this stuff. You can look at it in the Good Map Textures thread, you can find it in the Mapmaking Links Compilation, or just by clicking here.

Oh, you should add more of this into the OP. It's good stuff. Would you consider doing a tutorial where you texture a map from scratch? It might take a lot of work, but I bet it would help a lot of mappers (who aren't the best artists).
Koagel
Profile Joined October 2010
Austria167 Posts
February 07 2012 10:35 GMT
#24
Sounds like a plan. Tileset? (I'll customize it anyway...)
Someone wants to send me a layout?
mangoloid
Profile Joined September 2010
100 Posts
February 10 2012 08:24 GMT
#25
On February 07 2012 19:35 Koagel wrote:
Sounds like a plan. Tileset? (I'll customize it anyway...)
Someone wants to send me a layout?

No takers?
Koagel
Profile Joined October 2010
Austria167 Posts
February 10 2012 11:01 GMT
#26
On February 10 2012 17:24 mangoloid wrote:
Show nested quote +
On February 07 2012 19:35 Koagel wrote:
Sounds like a plan. Tileset? (I'll customize it anyway...)
Someone wants to send me a layout?

No takers?


Mieszko sent me a map. But I'm still open for tileset requests. Originally wanted to use the snow textures and create a brood war style snow map, but now that Superouman released a snow map, it seems boring to me, so I'm still open for ideas.
Mieszko
Profile Joined November 2010
Sweden25 Posts
February 10 2012 11:34 GMT
#27
On February 10 2012 20:01 Koagel wrote:
Show nested quote +
On February 10 2012 17:24 mangoloid wrote:
On February 07 2012 19:35 Koagel wrote:
Sounds like a plan. Tileset? (I'll customize it anyway...)
Someone wants to send me a layout?

No takers?


Mieszko sent me a map. But I'm still open for tileset requests. Originally wanted to use the snow textures and create a brood war style snow map, but now that Superouman released a snow map, it seems boring to me, so I'm still open for ideas.


For the map i sent you i had planned for a darksiders-ish theme (post apocalyptic - city in ruins, flowing lava etc). Would've liked to see your take on it, or if you're not up for a dark theme, maybe you could combine a desert/metal theme?

Darksiders screenshots
+ Show Spoiler +

[image loading]
[image loading]
Archvil3
Profile Joined September 2010
Denmark989 Posts
February 10 2012 12:01 GMT
#28
On February 10 2012 20:01 Koagel wrote:
Show nested quote +
On February 10 2012 17:24 mangoloid wrote:
On February 07 2012 19:35 Koagel wrote:
Sounds like a plan. Tileset? (I'll customize it anyway...)
Someone wants to send me a layout?

No takers?


Mieszko sent me a map. But I'm still open for tileset requests. Originally wanted to use the snow textures and create a brood war style snow map, but now that Superouman released a snow map, it seems boring to me, so I'm still open for ideas.


I would suggest you do a beach map. It has been done so many times before but the problem I have with it is that I feel they are generally overrated and poorly textured. People accept these maps as good looking because the textures and the water mix nicely no matter how terrible you are at it. The sand/grass transitions often looks spraypainted and with very little sence of detail. Beach maps can look so much better then the ones we see now.
Let thy speech be better than silence, or be silent.
Koagel
Profile Joined October 2010
Austria167 Posts
February 10 2012 13:14 GMT
#29
I did this beach map ages ago: Big S-Isle

The layout from Mieszko makes a proper beach map impossible, I think I'll go with the apocalyptic theme. If I do this, I'll have to do the doodads too, because there's no way to make a clear cut between the two. Doodads and textures interact way too much in a city, especially a wasted one.

mangoloid
Profile Joined September 2010
100 Posts
February 10 2012 20:28 GMT
#30
Apocalyptic theme sounds like you could do a good mix between the natural and non-natural textures. Looking forward to it.
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