New Map in the works .... - Page 2

New Map in the works ....

Discuss maps & map creation - from concept to execution to the ever elusive release.

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Ok.

I've did some changes to the texture map .... :)


Here is the new look ..



Image

Image

Image

Image
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

there's no sharpness or cotnrast in the texture, it doesnt map at all onto the heightmap, so ti looks like you've just randomyl splattered a pattern onto a random heightmap.

It still looks worse than your first screenshots with the browny orange terracotta colours, whcih where much better imo but still lacked any sharpness and detail.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Sorry to ask but what are you trying to make?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Good ol' pimply TA hills.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

It looks like a zoomed up, ugly lizards hide. Those crystals do look nice.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

NOiZE wrote:Sorry to ask but what are you trying to make?
You fail at life.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Also it really does look like a mutated lizard skin thing.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

I think the first texture you were using looked best, it was the most realistic, which I can relate to. The last one you posted doesn't resemble any landscape that I know of, and therefore is not as pleasing to me.
Compare it to going to a concert to listen to an artist you never heard before. It definately wont be as nice as listening to an artist you know and love.

Now making textures is difficult, but an important part is having fine details. "What the f*** is he talking about?" Okay, here's an example:
http://www.accustudio.com/exchange/text ... rass-3.jpg (suck)
http://www.mayang.com/textures/perl/pre ... 091054.JPG (good)

So you see random patterns are only aesthetically pleasing when combined with some sort of base texture. In your case, the current texture could use a 50/50 or so Hard light blend with a decent grass texture, to add complexity to it.

I can highly recommend mayang if you are searching for good high-res textures to use in your work. Unfortunately the page only allows you to download 20 textures per day(presumably to keep bandwidth usage down) so don't be too hasty when clicking the thumbs or you'll have to wait it out. :P

Hope I didn't bore you too much with this long post, suffice to say surf here and fiddle with Photoshop until you get it perfect. Else people are going to bitch and you'll ruin a perfectly good map concept with a poor texturing job.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Thanks for all the input ...

The look I was trying to get out of the last texture should have
been a moulton rock effect with some grassy areas.

Most like I'll put this aside till I can come up with a better
texture for it...


Most likely I'll just start on a new one...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The problem was the grass looked more like molten green plastic.....
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

The bigger problem with that texture is that the texture is not responsive enough to the terrain. It needs to vary in response to the heightmap.

The first one was the best, IMO.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Genblood, I apologize. I simply thought you were being lazy... I see now that is not the case...

Would you please do me the EXTREME favor of reading my tut using l3dt and rendering it that way? If your comp is kinda slow then use mosaic tiling. That will make the resource strain bearable.

I would really like to see you making high res terrain. It would pretty much butter my bread.... in an not so creepy way... :?
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Genblood, while your work is good, I will have to say that it's about time you start inventing your own heightmaps, and stop porting TA ones. Also try to experiment more with L3dt and try to keep from having sharp transitions between types of textures.

Otherwise your work is great.
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