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looking for opinions for road textures
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 15, 2011 9:56 am    Post subject:  looking for opinions for road textures Reply with quote  Mark this post and the followings unread

Looking for some opinions for these as road textures....nevermind the fact you can't see the curbs. Not crazy for the upper right and not too sure about lower right, might have to burn that one in PS C3 to make it better.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 15, 2011 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

They ain't roads. They're far too noisy and messy. You should smooth them out and add actual detail instead of noise, such as the arching effect most roads have, drains, yellow lines / other road markings etc.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 15, 2011 11:05 am    Post subject: road Reply with quote  Mark this post and the followings unread

They are just textures I go from cgtextures. what you want me to do is start off with plain smooth plain texture and add the as a bump?


These will have no lines or markings. They are not suppose to have any for these styles of roads

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

Last edited by Nikademis Von Hisson on Wed Jun 15, 2011 12:00 pm; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 15, 2011 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Way too noisy, a simple grey colour with a noise filter of 1 or 2 would do for the base texture.

After that it's as Bolt said, add lots of small details...

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jun 15, 2011 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I see a distinct lack of manhole covers.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 15, 2011 12:01 pm    Post subject: textures Reply with quote  Mark this post and the followings unread

sorry edited this out with out checking for posts....These are not suppose to have any lines, man holes or markings.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Jun 15, 2011 12:14 pm    Post subject: texture Reply with quote  Mark this post and the followings unread

Ok guys, I am sorry I don't comprehend the meaning here. I can make you a building but I have VERY little texture skills, some thing that I lack and trying to work on.

What I do is make my surface, apply texture that I get from CGTexture and adjust the mapping from there.

I went back to simple grey as my diffuse color and added noise with no change.

Can you explain it a bit more so any idiot (at this time...me) can understand...maybe a pic or 2 to illustrate it.

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 15, 2011 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm talking about making a simple grey texture in Photoshop, not editing the colour in 3DS Max.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jun 15, 2011 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

When your texture skills are lacking, and I have the same problem, I find it easier to draw it, or take a still picture of a real road for example (find one thats not piled with traffic already please). Or for example, if you need a wire texture, just make a series of tubes, take a topmost render of it (after its lit of course). And bam, there's your texture. Need a drain, have no texture, physically make one, turn it into a texture. Etcetera.

Or if you need a road, just photoshop it, black background, spray some shades of grey and smudge. Add some tire marks possibly. Granted a sandy road texture is a bit more difficult, but still not impossible to make in a good 10 minutes. Tutorials, tutorials, tutorials.

Or, you could be like me and not texture. #Tongue

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 15, 2011 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not telling you how to do your work, but you should try doing the peices individually.(see sample pic) Your texture will look so much better.



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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jun 16, 2011 4:19 am    Post subject: textures Reply with quote  Mark this post and the followings unread

@ MigEater: I tried the grey panel thing as you said and managed to get the noise with ugly result.

@ 4StarGeneral: Funny thing I have been trying that recently, but on thing with these "roads" is they are suppose to be kinda dirt roads and have no line markings. I had a conversation with Vefbl4 about city roads and still working on his suggestions for a later thing.

@ Cranium: I explained to you why I made my roads as I did, but... I had been for some thinking of a kinda break up the deal. My main project right now is to complete every thing before I look at breaking things up.

@ Everyone: The textures you see for the "roads" are just normal textures I have gotten from various websites. I play with the UVW mapping to change the appearance a bit. There is no noise or what have you, just the mapping is changed. As MigEater pointed out to me once, the image shouldn't be sharp & crisp because you are seeing this from a distance, the image should be blurred a bit, but not too much.

I have been playing around with the blend function in 3D max, I am hoping this will make better ground textures.

I don't know if people have not seen the reason these pieces are so big. When you see the pics of my roads you can see they are huge. They are made as one tile that measures 26 tiles but 26 tiles. The reason for such tile is so that I can be sure that the roads will line up with intersections and the line up with the bend pieces. I tried making pieces them as individual pieces with bad results.

The more I think about the pieces and when I decide to release my templates, is that I might have to think about the people who might use. these. It is kinda a weird process to to take these images from 3d max to game format. This is how it is done:


You apply textures to your ground........then curbs.......then road...any lines you have (solid yellow lines, white line, cross walks). You adjust any UVW mapping you might need to. Then you render this image.

Once you have your image you open up TMP Builder/Studio and import the PNG file to a 26by26 tile. To make things easier I change the tiles for each bend part to a different terrain type. Four bends...four different terrain tiles settings. I do the same for intersections but only use 1 terrain tile setting and finally the road. I pick one section I was to use as a road piece (2 different directions) and change the tile settings. Finally I save it.

You use the TMP Builder/Studio to create blank tile sets for bends, intersections, roads (various sizes; 3by3, 2by2, 1by2, 2by1,2 2by#, and #by2).

Then you open Metal Mario's TMP Editor. Click on the terrain type and all like terrain tiles group up. Then you can open the bend1 you created copy and paste each of the 9 images to that tile and save it off. Open Bend2, go to the 2nd set of numbers under terrain tile and do the same, and repeat process for the rest. Then you can import these tiles to a mix file and ready to use in game after you post your tile names to the ini file.



BTW: Thanks guys for the feedback

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 16, 2011 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at some bird-eye view images from real roads and then try to create the same texture.

in 3dsmax you can combine noise texture with smoke texture and splat texture to create random, but smooth distinctive shapes in the road surface.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Thu Jun 16, 2011 1:11 pm    Post subject: textures Reply with quote  Mark this post and the followings unread

That's kind a conversation Vefbl4 and I had. I got some bad results with trying to use noise. If I plan to use noise I think I will need a good 3d book that discusses it. I don't have any texturing skills with roads....still trying to figure what noise actually does. When I applied to basic grey texture all it did was warp it. I think my regular roads are ok, its just my other terrain items that need some work.

I know people are busy, but if i they could post up a decent close shot of a map with terrain they made and then a screen shot of how it looks in png/bmp/jpeg format than I can get a better idea of things should look. I have about 40 different dirt and 20 grass textures to use for my work.

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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