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GreenTiger β€” Terran Rusted Plates

Published: 2006-08-15 19:28:16 +0000 UTC; Views: 3818; Favourites: 16; Downloads: 414
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Description I'm so happy, this is the best Terran texture I've ever made. Usually my stuff is way to crisp and gets relegated to 'alien'.

Anyways, I spent about 5 hours one day and another 6 hours the next on it. That went into making the mural, making a seamless texture from the mural and giving the seamless texture full bump mapping and a relective aplha.

Download opens up a zip file including both tga and vmt versions of the seamless one, as well as the mural used for the preview. Enjoy and please be harsh, I spent alot of time on this and could use advice on where to improve!

Oh, one last thing, these have NOT been optimized fully for HDR, though I'm sure they will display as they should when put in properly-lit HDR level.

That's it. If you plan to use them, you must post a comment here first to let me know where. These are part of the CV I'm using to enter the video game industry as a texture artist so if you use them on a project, don't tell me, and an interviewer mentions "Oh, you made that? I saw it in a mod.", I will bless you, if I knew about it ahead of time (I like to be put out there, so long as you put my name in the credits, damnit) and if I am caught off guard, think my textures havn't been used and they mention that they thought it was someone else's work, I will hunt you down and carve your corneas with a blunt key.
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Comments: 9

Creativesm75 [2020-01-25 08:40:08 +0000 UTC]

going to use in a sci fi art.

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Alpha1ance [2013-11-15 22:51:21 +0000 UTC]

Β Mind if I use this?Β This is perfect for sci-fi tabletop settings.

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GreenTiger In reply to Alpha1ance [2014-05-01 06:37:47 +0000 UTC]

Go right ahead.

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largo-san [2006-09-18 16:37:00 +0000 UTC]

hmmm. i've allways wondered how level modellers avoided repeating sets of the same tiles? do they make several variations of the same configuration of tiles?

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GreenTiger In reply to largo-san [2006-09-19 22:18:16 +0000 UTC]

Well, modellers CAN use several variations of similar tiles, but it might surprise you to learn that generally there's only at most 3-5 of the same type of texture/material in most 3d games.

Half Life was the first to introduce (to my knowledge) a DECAL system, which allowed you to add decals to textures. It was also their particular method for adding bulletholes, but more importantly, they could use it to add things like posters and graffiti to an otherwise-clean texture.

A well made texture may loop in 8 directions seamlessly, but that doesn't mean people can't tell where the seams are. Decals, placed properly and intelligently, can make environments look more dynamic and organic, and it may surprise you to learn how much a well-placed light or prop can do as well. Dynamic Lighting and stuff like HEV chargers on walls can really disguise things.

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largo-san In reply to GreenTiger [2006-09-20 16:42:14 +0000 UTC]

there must have been something before half-life with decals. i seem to remember rocket scorch marks as far back as rise of the triad / duke 3d

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GreenTiger In reply to largo-san [2006-09-20 16:57:50 +0000 UTC]

Yeah, scorch marks and bullet holes were done way before Half Life. Half Life simply made it part of a bigger system, and used it in a more diversified way. Basically all the scorching system was used for was scorching and bulleting. The very occasional poster, as well, but generally posters were made as part of the actual texture itself.

But yeah, I remember the days of Duke 3D as well.

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allchange [2006-08-16 21:08:35 +0000 UTC]

I like this it looks like it should be in a PC game.

I'm going to be useless and say I haven't got any crit.

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GreenTiger In reply to allchange [2006-08-17 00:08:10 +0000 UTC]

Thanks very much! Just you liking it is a great honour.

Indeed, this was made with Half Life 2 in mind, and the zipped package has a seamless version with reflection and bump maps as well. This is just the light or 'base', what it looks like before applying funky reflection and bump mapping.

Thanks again for the comment!

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