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#1 zezkersar

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Posted 14 February 2013 - 02:45 PM

So i posted images of some maps i made. And Mattthelegoman sent me here (: he mentioned one thingbi need to work on is texture transitions. If you guys could give some input on how i can make them better I'd highly appreciate it. thanks guys :)

 

_____________________________________________________________________________________________________


Wow, I though I had this image up the whole time, I was also looking for maybe some input on this specific senario if you guys could? :)

 

Attached File  river.bmp   1.02MB   101 downloads


Edited by zezkersar, 14 February 2013 - 09:20 PM.


#2 Naugrim.

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Posted 14 February 2013 - 08:46 PM

http://www.the3rdage...tem-488?addview
Great tutorial, there's a lot of good stuff on texturing in there, as well as object placement and the other basics.

#3 zezkersar

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Posted 14 February 2013 - 09:09 PM

Thank you very much for sharing that with me Naugrim. I appreciate the fast responce.



#4 Bofur

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Posted 14 February 2013 - 09:14 PM

Another thing that helped me was editing EA's maps, that way your texturing has to fit in with theirs, so its easy to copy their style of work... And that is, ultimately, what we want.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#5 zezkersar

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Posted 14 February 2013 - 09:16 PM

That's actually a good idea, I've never though of that. I would also help figure out some good texture scheme, because I already have certain terrains I like to use for certain looks. Thanks you good sir... :)



#6 _Haldir_

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Posted 15 February 2013 - 09:17 AM

I'd agree with MtL on some of the texture transitions, but that map is looking really nice from what i can tell from your screenshot there.

 

Specifically, the river ford and the campsite stick out to me. I'd consider changing the ford texture to a darker, rockier texture, rather than the ruined stone brick one. Perhaps use that half grass/half stone texture there to blend the grass textures into the ford textures.

Also, i'd end the path/wheel tracks on either side of the ford, as they would simply wash away in a real river. Those shrubs in the middle of the ford would probably get washed away too, realistically. I'd tend to keep them to the sides next to the bigger rocks.

 

As for the camp, i'd probably change that dirt/stone texture into grass, probably one a bit lighter/less green than the rest of your grass (maybe even put a bit of plain dirt/stone just around the campfire for an added touch). Again, when you're transitioning between two different textures, try using a separate texture in between to make that transition less obvious. The hard part is finding an in-between texture that looks similar enough to both sides.

 

Also, things like trees/rocks/shrubbery can help distract the eye from the texturing.

 

Other things:

 - vary those rocks in the ford some more. At the moment they're all the same rock object, and they're all on the same rotation and scale.

 - make sure your river sections line up perfectly in water height and with the corner points, as i can see where the river is separated a bit there.

 - use the tree placement tool for shrubs/trees if you haven't been already, rather than the regular object place tool. It rotates/varies the scale of them automatically, which helps them look less like they've been specifically placed. You can always go back and reposition/add/delete some later.

 - consider adding some different types of shrubs in there.

 

Hope all that makes sense. It's really pretty good otherwise, keep at it!


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#7 Radspakr Wolfbane

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Posted 15 February 2013 - 11:42 AM

Another thing that helped me was editing EA's maps, that way your texturing has to fit in with theirs, so its easy to copy their style of work... And that is, ultimately, what we want.

What we should want is to be better than EA and in a lot of cases it's not that hard most of the BFME1 maps were rushed and generic.

The goal should always be to better not to equal.


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#8 MattTheLegoman

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Posted 15 February 2013 - 12:16 PM

 

Another thing that helped me was editing EA's maps, that way your texturing has to fit in with theirs, so its easy to copy their style of work... And that is, ultimately, what we want.

What we should want is to be better than EA and in a lot of cases it's not that hard most of the BFME1 maps were rushed and generic.

The goal should always be to better not to equal.

It is still good to build up your skills on them though. They are a lot better than some rushed and generic maps I have seen in the downloads.

 

Haldir's points are great for mappers. :)


Edited by MattTheLegoman, 15 February 2013 - 12:18 PM.

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#9 zezkersar

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Posted 15 February 2013 - 02:33 PM

Thank you guys for the input! I will be creating a few new maps soon. I will post sceens of them in this thread if you guys dont mind?

#10 Bofur

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Posted 15 February 2013 - 04:54 PM

Yep, go ahead unless you want to make a topic in the showcase?

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png





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