Hi. I'm still learning 3d, and one problem I've come across a lot of times, is alck of proper textures, and the insane boringness of creating new ones. So I'm suggesting a database that will be home for all the textures used by new VS Ships (as well as old, if somebody could dig them up). It would look better if ship textures look the same, rather than each ALMOST but not quite the SAME.
So, here are my small contribution:
Textures I used for the Homeland Security Probe, as well as some others.
http://www.deeplayer.com/Oblivion/WytCel.JPG
http://www.deeplayer.com/Oblivion/WPan.JPG
http://www.deeplayer.com/Oblivion/Yek02.JPG
http://www.deeplayer.com/Oblivion/Pipes.JPG
http://www.deeplayer.com/Oblivion/NBPan.JPG
http://www.deeplayer.com/Oblivion/LPWyt.JPG
http://www.deeplayer.com/Oblivion/LPNBlu2.JPG
http://www.deeplayer.com/Oblivion/LPNBlu.JPG
http://www.deeplayer.com/Oblivion/HSProbeDiffuseMap.jpg
http://www.deeplayer.com/Oblivion/GldCel.JPG
Texture Database
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Texture Database
Last edited by Oblivion on Mon May 22, 2006 11:03 am, edited 1 time in total.
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Good idea.
What would be even better is ***texture sets***, though, meaning, diffuse, specular and bump, --plus glow texture in some cases.
What would be better still is texture sets where each of the above has separate base textures and mask layers.
Because, say you're working on an atmospheric capable ship with wings and rudders and whatnot. You couldn't just use a generic mask of lines going all over the place, on the wings; you need to outline the stabilizers, airbrakes and whatnot.
So, maybe what would work best is to forget final textures, and have a library of masks, with sub-categories for panelling, wiring, impacts, scratches, windmarks, piping, greebling, and so on. Some masks could be sets of related masks that align with each other, say a bump mask and slots mask you use with it to blacken out holes and slots in the diffuse and specular. Stuff like that.
Then another library of base metals and materials. Ideally they'd be evenly lit and tiling, so that you can manually paste them as tiles over the areas of a texture that use that base material. This is something I had a hard time finding. I found good digital photos of a lot of metals, but usually with rusts, imperfections, bright spots in the middle, so you can't tile them.
Base materials should be sets of at least diffuse and specular components.
What would be even better is ***texture sets***, though, meaning, diffuse, specular and bump, --plus glow texture in some cases.
What would be better still is texture sets where each of the above has separate base textures and mask layers.
Because, say you're working on an atmospheric capable ship with wings and rudders and whatnot. You couldn't just use a generic mask of lines going all over the place, on the wings; you need to outline the stabilizers, airbrakes and whatnot.
So, maybe what would work best is to forget final textures, and have a library of masks, with sub-categories for panelling, wiring, impacts, scratches, windmarks, piping, greebling, and so on. Some masks could be sets of related masks that align with each other, say a bump mask and slots mask you use with it to blacken out holes and slots in the diffuse and specular. Stuff like that.
Then another library of base metals and materials. Ideally they'd be evenly lit and tiling, so that you can manually paste them as tiles over the areas of a texture that use that base material. This is something I had a hard time finding. I found good digital photos of a lot of metals, but usually with rusts, imperfections, bright spots in the middle, so you can't tile them.
Base materials should be sets of at least diffuse and specular components.
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Latest version of LaGrande noodleworks (scroll down).
An evolving La Grande How-To...
The non-working, but latest, CineMut test_bike
PU (Privateer: Parallel Universe's Home). WC or Privateer Drayman for you?
WCpedia --The Wing Commander Encyclopedia-- From Angel Deveraux through Belisarius to Zachary Banfeld...
WC Nexus forum, the Moonbase Tycho of WC fans.
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It would probably not be a good idea to post it here in the forums, now that I think of it. and sorry, I accidentally linked them as images not urls.
Unfortunately, chuck, I still have trouble understanding the difference between spec, diffuse, etc. maps. And i don't know of any place where we can get them for free. But as of now, It's probably a good idea to share what we have, group them by faction, or by type, so that modellers will not start from a scratch.
Can someone make wiki space for them, before that check out another thread I'm starting. Concerning shipstyles.
Unfortunately, chuck, I still have trouble understanding the difference between spec, diffuse, etc. maps. And i don't know of any place where we can get them for free. But as of now, It's probably a good idea to share what we have, group them by faction, or by type, so that modellers will not start from a scratch.
Can someone make wiki space for them, before that check out another thread I'm starting. Concerning shipstyles.
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
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Oblivion wrote:I still have trouble understanding the difference between spec, diffuse, etc. maps.
- diffuse map = regular texture. this is what you mainly see.
- specularity map = shiny portions, used for Per-Pixel Lighting (PPL). this tells the engine what parts of the texture are reflective, and which ones are matte (not reflective). VS supports RGB specmaps, so you can even tell it what color to reflect.
- glow map = what areas of the texture are always lit. this is used to make window lights and little glowy areas on textures, such as runways.
- damage map = "destroyed" diffuse map that's faded in when the hull takes damage.
- alpha map = mask which sets transparency of certain areas of the texture.
HowTo:Add Per Pixel Lighting
HowTo:Add Ships#Damage and glow maps
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The Blender Texture Disk contains some stuff artists might find useful. Completely public domain, which is nice
http://tellim.com/texture_cd/
Dan
http://tellim.com/texture_cd/
Dan
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Thanks a lot!
Nice to meet you at last!
Did you make the tutorial. It's very good. Everything I wanted to know about making spaceships. The hull texture generator is also be priceless. Thanks
Nice to meet you at last!
Did you make the tutorial. It's very good. Everything I wanted to know about making spaceships. The hull texture generator is also be priceless. Thanks
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...