Kyushu V1.0 - DL Now - Bumph textures update 7/03/10

Lejo Wrote:
Boelcke Wrote:any news? Big Grin

:wink:

[Image: TheLonger.jpg]

:lol: :lol: :lol: :lol:

yea right. i could release it today but there some improvements i still can do.
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This is neverending story....waiting is torture for me Cry :wink:
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I've always been impressed by the nice lines you have in the relief of some of the mountain textures.

Now that I'm starting to learn about some of this, I thought of a question I hope sounds intelligible :lol:

Those nice contrasting areas that so effectively illustrate crevices and geological features: is that part of the bump map or simply a texture that is integrated so well we won't see the repetition?

Thanks for your great looking work Big Grin

Cheers

Triad
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Triad773 Wrote:I've always been impressed by the nice lines you have in the relief of some of the mountain textures.

Now that I'm starting to learn about some of this, I thought of a question I hope sounds intelligible :lol:

Those nice contrasting areas that so effectively illustrate crevices and geological features: is that part of the bump map or simply a texture that is integrated so well we won't see the repetition?

Thanks for your great looking work Big Grin

Cheers

Triad

humm... no it's a VERY good question! And I would like to see more map makers taking part to this reflection (thanks for that VonBarb and Agracier). Thanks for asking it.

It's just texture, no relief, only illusion...but it helps to give impression of lot of 3d modeling. If you look close there is a little bit repetition, it's impossible to avoid that if we consider how il2 deals with texturing. All the trick, as i already said it before in many topics, consist in manual painting. Agracier asked by which system I asign textures in page 2 or 3 of this topic.

All i do with my "all by the hands" method is to break the lines, all the lines created by repetition. I could release this map tonigh if i want but i know there is still things to do with this map to get it better and all details are importants to give a real feeling of flight. There is still parts on this map which need to be manually painted.

Ok. Take a look again to pic 10 for exemple :

10.
[Image: 4178887505_7f972148da_b.jpg]

It's not easy to see this but there is 5 different textures here, which are, starting from left to right:

texture a
[Image: 4179571320_b804384d39.jpg]

texture b
[Image: 4178809119_0447d29469.jpg]

texture c
[Image: 4179571822_fd7f694710.jpg]

texture d
[Image: 4179572536_6b94897288.jpg]

and again texture a
[Image: 4179571320_b804384d39.jpg]

Now....look with attention the left part of the pic 10. Now you can distinguish texture a,b and c MELTED ! No repetition. Texture d for mountains is in contact with melted textures a,b,c in an non linear way so i avoided to have a rectilinear frontier between this to parts.

In general for a texture A for exemple i create a transition texture B which allows me to have a nice transition for a texture...C. As Agracier guessed well sometimes to improve transition between textures I paint texture A with parts of texture B, and B with A.... This was my first method. Now that i have more experience i can complicate this method.

And this is what you can see here in pic 10. Instead of havind a single B transtition texture between texture A and C...i have instead in the left side a group of melted textures in contact with the next texture in the right where we find mountain texture.

For the more specific problem of crevices and geological features as you asked i use one single texture ! So what helps me to avoid repetition you can ask ? just 2 things : the relief and wood.

Relief first because it breaks all kind of repetition lines as with a relief there is no linear perspective. Linear perspective is reponsable of repetition.

Second the wood texture in which I also use in background the mountain texture, help me to break repetitions when I see there is to much:

[Image: 4179649962_968f51e496_b.jpg]

As you can see in this black and white picture my wood texture is used in a kind of random way in order to prevent any repetition in the mountains textures. Wink


Hope this can help. As many people is asking me about texturing if god gives me time I will do a tutorial....not that I consider myself as a teacher but if can help the community why not. And the questions are most of time the same so a tutorial could help everybody to save time.
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Yes I do think I get that- the painting is on the map for displacement (basically) so the tones will say where the textures go, based on elevation colour key Smile

I think it is a very good explanation that gives me a lot to work on for my project.

So I get the impression that much of this is done in FMB Pro (or Plus, I forget). When I get that far I feel that I have much more information to work with!

Thank you!

Triad
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Ok here some videos.....i'm doing the max to release the BEST map as possible so please be patient. It could be fun to release 3 maps for Xmas

This shows you a least how all this moves for real.

The Valley sector

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deleted
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Wow...pure Art!!
What sound mod are u usin'?
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Wow... you got the colors very well balanced, redko. Really cool, mate! Looking forward to it
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Confusedhock: Confusedhock: Confusedhock: Ok, Ok.. NOW I want to see girls on rice cultivation working, Country-man along the country roads whis donkey loaded with bags, free dogs barking and running near the farms.. :evil: Smile
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Quote:The goal is to make us forget that we are flying over an artificial landscape and let us focus only on the dogfight

Word from a true artist Big Grin
This is going to be outstanding map.
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Avala Wrote:
Quote:The goal is to make us forget that we are flying over an artificial landscape and let us focus only on the dogfight

Word from a true artist Big Grin
This is going to be outstanding map.

:lol: :lol: I hope....all is made for pure contemplation :wink: .

Ok so if i'm lucky release will be for 24 december .... or 2 days after but no more wait (I hope). Job is taking me much time these last weeks so i couldn't put in this map enough time as I wanted. The final goal is of course release a god job. So Goblin I hope you will be around this week for test :wink: ....


1. I'm sory guys to use these words but those fucking plains costed me too much time !!!....it's a hell to make them look nice without repetition. Although i got very good results with mountains and volcanos THIS was the biggest problem in this map. Jesus.....luckily this problem is behind me now and we will have nice mountains AND plains.....

[Image: 4201803590_78625ff441_b.jpg]

2. This is the system i was speaking about with some of you : natural transition between cities and country. One texture plays the role of transition system to avoid too brutal borders. This is not in the first video of sakurajima sector as this transition system was not in place at the moment i realised the footage. Same for the black and white pic on the top of this page, textures aren't the same...
[Image: 4201804314_f899774e26_b.jpg]

3.Same here. New agriculture texture here
[Image: 4201803942_61bd987066_b.jpg]

EST of the map

4.
[Image: 4201803188_5c9b1b4067_b.jpg]

5.
[Image: 4201802598_f4ddc48d6a_b.jpg]

6.
[Image: 4201802306_127287c9e3_b.jpg]

7. It will be a real pleasure to play with cloud shadow on the ground specially where there is mounts and cracks...new enemy IA will play a big role in this
[Image: 4201047927_b0dc3e9652_b.jpg]

8.
[Image: 4201801662_ccf8d0890c_b.jpg]

9.
[Image: 4201801240_661f4175cb_b.jpg]

10. Thanks Jaypack for skins...perfect !
[Image: 4204046863_81fe80a6f5_b.jpg]

So Goblin check your pm this week :wink:
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Not only are the textures and placement first class, but the screenshots are nicely composed too - great dramatic outtakes ...
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I continue to be impressed Big Grin

Do what you do- the result will be great 8)

Thanks

Triad
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I am blown away by your work Redko.

Big ups mate :!: Big Grin
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