Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions
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Olrox
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Re: Terrain Textures

Post by Olrox » 20 Mar 2010, 01:41

I think that the cliffs would look nice with some shaded clusters of rock. Hmm, and the mineral layers would certainly look nice :ninja:

BTW, nice new smileys :lol2:
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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 20 Mar 2010, 02:06

edit1:
wz2100_shot_009.png
variation3. fixed brightness and saturation.
edit2:
wz2100_shot_010.png
variation 4.
edit3:
wz2100_shot_011.png
change a bit variation 4.
There is also the bug - features don't cast shadows. look at the blue bus.
Last edited by MaNGusT on 20 Mar 2010, 13:29, edited 4 times in total.
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Olrox
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Re: Terrain Textures

Post by Olrox » 20 Mar 2010, 03:13

MaNGusT wrote:
wz2100_shot_008.png
Those look real good, IMO. nice work!
Those dark stripes could be removed, I think.
Now we need corner textures and proper rotation for the regular ones.
Really, those will look awesome when we have normal maps and they are placed & rotated correctly! :wink:

~Olrox

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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 20 Mar 2010, 03:31

Olrox wrote:Those dark stripes could be removed, I think.
Which of them? horizontal or vertical?
Olrox wrote:Now we need corner textures and proper rotation for the regular ones.
The corner texture is the same as regular.
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Olrox
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Re: Terrain Textures

Post by Olrox » 20 Mar 2010, 05:05

MaNGusT wrote:
Olrox wrote:Those dark stripes could be removed, I think.
Which of them? horizontal or vertical?
The horizontal ones, they look like shadows only, not relief.

I mean, we should have corner cliff textures like the current renderer has, so that we can have a smooth transition, and the cracks on the rock are always vertical (like the real cliffs on those photos)

~Olrox

DuKe2112
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Re: Terrain Textures

Post by DuKe2112 » 20 Mar 2010, 18:17

shot 009 (variation 3) is the kind of relief we need. Its just a bit too regular.

got another one for the base texture, thats closer to this veins: http://www.wallpaperweb.org/wallpaper/N ... 8_8299.htm a bit dark perhaps.
Relief missing though.
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rock_red_defined.png
wz2100_shot_003.png

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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 21 Mar 2010, 07:15

wz2100_shot_012.png
added relief to yellow and red earth textures.
wz2100_shot_014.png
a bit fixed duke2112's cliffs texture.
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Olrox
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Re: Terrain Textures

Post by Olrox » 21 Mar 2010, 07:21

Those concrete tiles aren't good, they need some serious improvements, IMO. They need cracks, and could be larger also. :hmm:

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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 21 Mar 2010, 07:25

Olrox wrote:Those concrete tiles aren't good, they need some serious improvements, IMO. They need cracks, and could be larger also. :hmm:
original tiles are smaller than mine. :wink:
but yes, I will add some cracks later. They seem too clean.. :)
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Olrox
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Re: Terrain Textures

Post by Olrox » 21 Mar 2010, 07:50

MaNGusT wrote: original tiles are smaller than mine. :wink:
but yes, I will add some cracks later. They seem too clean.. :)
Yep, I know, and they're oddly small, they look like internal concrete tiles, or sidewalk concrete tiles - usually external, industrial courtyard concrete tiles are larger, easily more than 2,5x2,5 meters.

Anyway, nevermind me, probably it'll be better if the cliffs are finished before.

Doesn't the new renderer support changing the orientation of particular portions of the texture? (i.e. for the cliff faces)

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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 21 Mar 2010, 08:20

Olrox wrote:Doesn't the new renderer support changing the orientation of particular portions of the texture?
Nope and It can't be fixed.(it's the problem of the idea of engine). :augh:
That is why I like my first cliffs texture - it doesn't need to be rotated. :)
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Olrox
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Re: Terrain Textures

Post by Olrox » 21 Mar 2010, 08:33

MaNGusT wrote:
Olrox wrote:Doesn't the new renderer support changing the orientation of particular portions of the texture?
Nope and It can't be fixed.(it's the problem of the idea of engine). :augh:
That is why I like my first cliffs texture - it doesn't need to be rotated. :)
Yep, but it needs some polishing - that pattern you've used needs some manual sharpening, and it seems like we won't have anything shaded unless normal maps are used for terrain as well. Can any dev tell us if that's the plan or not?
It's a pity that the creator of the renderer didn't choose to support rotation, cliffs were bound to have problems this way...

But hey, how roads are used? O_o
Couldn't we have the same texture application system for cliffs? Then, instead of painting a whole road, you paint a whole cliff face (so that the top/bottom direction is perpendicular to the painting line, namely the "cliff face" I'm referring to). Or something like that... :hmm:

Gonna get some sleep now :P
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MaNGusT
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Re: Terrain Textures

Post by MaNGusT » 21 Mar 2010, 13:23

Olrox wrote:Yep, but it needs some polishing - that pattern you've used needs some manual sharpening, and it seems like we won't have anything shaded unless normal maps are used for terrain as well. Can any dev tell us if that's the plan or not?
. Terrain can't support normal maps because normal map applies to a whole model only. Can you imagine a texture size of a normal map which we need to apply? XD This way we can use only a fake relief.
It's a pity that the creator of the renderer didn't choose to support rotation, cliffs were bound to have problems this way...
yeah, that is why all modern RTS games use the old tileset technique but with a new features. :)
But hey, how roads are used? O_o
roads still use the old tileset technique.
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DuKe2112
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Re: Terrain Textures

Post by DuKe2112 » 21 Mar 2010, 17:40

How does texture size relate to tile size anyway, is it per pixels eg 256, or per parts like 1/4 of the texture?
Last edited by DuKe2112 on 21 Mar 2010, 17:53, edited 2 times in total.

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Re: Terrain Textures

Post by cybersphinx » 21 Mar 2010, 17:47


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