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not so painstaking...
Posted By: AnaphielDate: 9/20/04 6:04 a.m.

In Response To: Re: Eternal Textures (Steve Levinson)

: I agree, but it's either something close to these textures or nothing at all
: - that much Forrest has made clear. The problem isn't with the textures
: per se, but the process for generating them, starting with a handful of
: designs and adding different appearances on top of them. The process
: Forrest uses to generate textures is automated and quick - he can churn
: out a ton of them this way. The textures that Anaphel made for M:R and
: later for the high res sets for M1, M2 and MI were done painstakingly by
: hand, and it shows. The textures that Scott Brown has been doing for
: Rubicon X are even more painstakingly done, which is why he became bogged
: down and couldn't finish them. Getting a lot of textures out in a hurry
: requires a lot of compromises. Unless you have a team of graphic artists
: available, this is what you get.

Actually I reused a ton of elements when making my textures, especially the M2/Infinty ones. I developed one or two good basic metal texture layers, one or two good stone texture layers, and used them for pretty much every wall texture. I'd rotate, invert, or re-tile to make them look more unique. I used a lot of Photoshop layer effects to get the "geometry" laid in, and would copy pieces or layer styles from one document to another for efficiency.

Also, a lot of the textures are just modified versions of other textures (M1-1-21, M1-1-23, M1-2-04 are all pretty much the same texture slightly altered). The Pfhor textures were the only ones where I really just created everything from scratch, although I added a lot of the scratches, grime etc. to the M1 textures by hand on a texture-by-texture basis.

It was pretty clear once I looked at them that the M2 and Infinity sets used a common "vocabulary" of shapes and textures, with individual textures being distinguished only by color or by having certain elements added or removed from a common "base" texture. Look over the Infinity sets especially, and you'll see that each collection hads about 5 basic textures that are combined to make all of the variations. For example, in the Jjaro set MINF-4-08, 4-11, 4-18, 4-19, and 4-26 are all made from the same pieces, and I probably did all of them in a couple of hours.

There was a point where I was cranking out 9-12 of these a day consistently. You do have to make some sacrifices in quality or variety to get real productivity, but hopefully the sacrifices don't show unless you really look for them.

see what I mean?


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Pre-2004 Posts

Replies:

Eternal TexturesDylan 9/17/04 3:42 p.m.
     Re: Eternal Texturesblake37 9/17/04 3:45 p.m.
     Re: Eternal TexturesAdam Ashwell 9/17/04 4:12 p.m.
     Re: Eternal TexturesLt Devon 9/17/04 8:22 p.m.
     Re: Eternal TexturesSteve Levinson 9/17/04 8:31 p.m.
           not so painstaking...Anaphiel 9/20/04 6:04 a.m.
                 Re: not so painstaking...Steve Levinson 9/20/04 8:56 a.m.
                 Re: not so painstaking...Adam Ashwell 9/20/04 9:58 a.m.
                       Re: not so painstaking...Mark Levin 9/20/04 10:32 a.m.
                             Re: not so painstaking...D-M.A. 9/20/04 11:48 a.m.
                                   Re: not so painstaking...Yossarian 9/20/04 12:21 p.m.
                                         Re: not so painstaking...Mark Levin 9/20/04 12:28 p.m.
                                               Re: not so painstaking...Yossarian 9/20/04 12:51 p.m.
                                         LOL *NM*D-M.A. 9/20/04 12:38 p.m.
                                   Re: not so painstaking...C Lund 9/20/04 12:46 p.m.
     Re: Eternal TexturesForrest of B.org 9/20/04 9:42 p.m.

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Pre-2004 Posts

 

 

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