[MAP OBJ] CD's HI-RES Crate skin


BERSERK3R
10-08-2006, 06:52 AM
I'm working on a hi-res crate skin(s)

http://img245.imageshack.us/img245/4616/crate1bi4.png

Remember it's WIP, but let me know if you got ideas for details etc.

yello_snow
10-08-2006, 12:04 PM
needs more dirty! looks too clean right now :P

BERSERK3R
10-08-2006, 12:30 PM
Yep, they are now 2048x2048 instead of 512x512 (default) I think ;)
But they don't even look that sharp ingame, but its still in its early stages.

I will add some damage and more other details to it.

DayofDfeat123
10-08-2006, 05:12 PM
Originally posted by BERSERK3R
Yep, they are now 2048x2048 instead of 512x512 (default) I think ;)
But they don't even look that sharp ingame, but its still in its early stages.

I will add some damage and more other details to it.


2048x2048!!! thats a waste! good skinners dont need such a big map to show detail.

piu piu
10-09-2006, 01:00 AM
Originally posted by DayofDfeat123
2048x2048!!! thats a waste! good skinners dont need such a big map to show detail.
thats right, why should a single texture be nearly twice the size of resolution most people are using ingame?

Wile E Coyote
10-09-2006, 05:21 AM
Okay, take as it's meant - constructive criticism and a bid to help you prevent wasting your time.

2048x2048 for a box - why?

The reason this size is good for

-player models-
is because there are so many different faces to the model it tough to lay them all out on the texture large enough to show detail.

-weapon models-
is because the weapon is right in front of your face at all times and the extra fine details will really be seen.

-a box-
is because...... wait a sec. It's not good for a box! Unless the box is the size of the Borg Cube or something (geek alert)

while 512 is pretty much done to conserve memory, it is *okay* but a box is quite literally the easiest and best optimized object you could ever hope to skin. It simply doesn't need all that real estate to produce hi-quality visuals. Furthermore, your eyes will simply not be able to detect it. What ends up happening is the texture is literally too big for the surface area + the actual size of the object. By default it gets reduced by the game engine just to make it fit! Add to that the nature of mippmapping in-game and you will NEVER see any more detail than what a 1024x1024 skin on an object of this type and size, even up close.

BERSERK3R
10-09-2006, 09:54 AM
Heh thanks for the comments.
I know about the size.
When I started I did thought it was rediculous, but I was used to make it 2048x2048 cause I only make HI-RES textures for weapons and playerskins.

So I wasn't going to release it in this large size or make it that large ;)

Come on what you think, it's COREDAMAGE you're talking to ;)

piu piu
10-09-2006, 10:11 AM
Come on what you think, it's COREDAMAGE you're talking to ;)
oh...

oooohhh...

what a nice box!!

:D





are there going to te signs on the box, like the axis-aquiline or something?

BERSERK3R
10-09-2006, 10:16 AM
Originally posted by piu piu
oh...

oooohhh...

what a nice box!!

:D





are there going to te signs on the box, like the axis-aquiline or something?

I think I'll make some photo's of my own to make it much more realistic, now it's made from scratch.

And I think i'll add some cool details to it, its me...remember...ok now I have to stop ;)

junkers
10-09-2006, 03:28 PM
It could be interesting to see you normal map the box with perhaps woodgrain or something interesting like that. There is a photoshop tool somewhere by nividia which converts a premade 2d texture into a normal map which could be more useful than throwing the object into a 3rd party program (mudbox / zbrush) and painting it in manually.

When texturing the box, do you have each face of the box seperate? Or are they all stacked together so you only have to paint one face of the box. Not that anyone would notice, but if you stacked the unwrapped faces, you could generate a higher resolution texture though the downfall would be it could look tiled, but i mean, who investigates a box that closley?

Good Luck, keep going.

BERSERK3R
10-09-2006, 04:14 PM
Originally posted by junkers
It could be interesting to see you normal map the box with perhaps woodgrain or something interesting like that. There is a photoshop tool somewhere by nividia which converts a premade 2d texture into a normal map which could be more useful than throwing the object into a 3rd party program (mudbox / zbrush) and painting it in manually.

When texturing the box, do you have each face of the box seperate? Or are they all stacked together so you only have to paint one face of the box. Not that anyone would notice, but if you stacked the unwrapped faces, you could generate a higher resolution texture though the downfall would be it could look tiled, but i mean, who investigates a box that closley?

Good Luck, keep going.

First, thank you for your support.

1) About bumpmapping for these kind of objects.
I don't think bumpmapping on this object will add more positive detail to it.
Normally you don't really see that much depth in crates.
If you use bumpmapping on wood you'll get the effect that makes it look like it's made of plastic.

But I think I'll do make a normalmap for the small details like the "cracks" between the woodparts, and maybe some slight woodgrain effects.

Also I know about the nvidia plugin, but thanks! ;)

2) About the "stacked unwrapped faces".
I am skinning a default model and don't really remember how all the faces look but I think it has 3 sides you can "paint" on, so it "duplicates" one side of the texture to the "back", but like you said, you will not notice that.

Although I'll try to make some photo's of my own if I can find the propper wood material, but if anyone find free high res wood textures I can use let me know, you will be credited ;)

piu piu
10-09-2006, 04:20 PM
have fun ;)

http://mayang.com/textures/Wood/html/Flat%20Wood%20Textures/index.html

BERSERK3R
10-09-2006, 04:24 PM
Originally posted by piu piu
have fun ;)

http://mayang.com/textures/Wood/html/Flat%20Wood%20Textures/index.html
That's just "to much" :rolleyes:

Thanks man!!

junkers
10-09-2006, 11:04 PM
I was thinking, in conjuction with chunks or whatever taken out of the box, you could add a noise layer and apply the Nvidia photoshop filter, it could turn out to give you a positive result whilst not going overboard.

You should make your own box, if not, ill make one for you. I mean, its pretty simple.

BERSERK3R
10-10-2006, 06:14 AM
Originally posted by junkers
I was thinking, in conjuction with chunks or whatever taken out of the box, you could add a noise layer and apply the Nvidia photoshop filter, it could turn out to give you a positive result whilst not going overboard.

You should make your own box, if not, ill make one for you. I mean, its pretty simple.
My own box, what do you mean exactly?
You mean a new model?
I don't think replacing map models is "allowed".

BERSERK3R
10-10-2006, 08:35 AM
This is what I have now but still WIP!

Again, let me know what you think.

All you see on the texture is 100% custom made including the wood textures, which I just took ;)

http://img144.imageshack.us/img144/5821/crate1bjf5.png

Wile E Coyote
10-10-2006, 10:44 AM
Originally posted by junkers
It could be interesting to see you normal map the box with perhaps woodgrain or something interesting like that Negative
I'll tell you why :) Awhile back I made bumpmapped sandbags and trees. While they looked GREAT, they drug down the FPS of everyone, including those with hi-end cards. I don't know why, it just did.

BERSERK3R
10-10-2006, 12:52 PM
Update:

http://img171.imageshack.us/img171/7967/crate1cqz0.png

junkers
10-10-2006, 08:42 PM
Originally posted by Wile E Coyote
Negative
I'll tell you why :) Awhile back I made bumpmapped sandbags and trees. While they looked GREAT, they drug down the FPS of everyone, including those with hi-end cards. I don't know why, it just did.

Well that kinda sucks.

Good job Beserker, keep going its looking nice.

Ive gotta unwrap a character today so, back to it i guess.

Kerberos
08-20-2007, 10:32 PM
any updates?

Watevaman
08-20-2007, 10:44 PM
any updates?

If he's not working on this (which I doubt he is) anymore, then you'll have to use mine when I release.

BERSERK3R
08-21-2007, 09:46 AM
I wasn't so thrilled about this so did not spend much time on it, but thanks for asking, I'll look em up and see if it's ready for release.

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