Gez Posted October 23, 2020 Made from a patch in lostres, intended to be used as a platform. 7 Share this post Link to post
lilpastasalad Posted October 24, 2020 (edited) These are all textures for a spooky Victorian mansion/palace map I'm trying to finish before the end of the month. Some are edits of Doom textures (MARWAL00 and its variants are a heavily modified MWALL3_1), others are made from free textures with some tweaks and cleanup (CHAIN16, FCIELORN, GRNWAL00 use resources found on textures.com), and a few are completely from scratch. Making these has taught me a lot, and I'd say its been more fun making the textures than the actual map itself. I'm particularly happy with the way the bed looks in game. Spoiler 26 Share this post Link to post
kwc Posted October 24, 2020 (edited) Those are neat, the clean gradient quality of those textures is fun :) One subjective tip: If you intend for these textures to mix alongside the standard doom texture set, you may want to adjust the lighting of some of those bevel/emboss details. Typically you ought to have light reflecting from the top/left when things are popping out, and bottom/right when things are sunken in. Not a hard rule of course, but I think it will help with cohesion :) 2 Share this post Link to post
inkoalawetrust Posted October 24, 2020 (edited) Here's almost all the textures I've made on my own (Mostly) to use for my maps. Also here is a link to an Imgur album of them I made with all of them: https://imgur.com/a/uEdocp7 GRENSKY1 (Really big image) Spoiler A simple cloudy green sky I made. I tried decreasing the resolution but it just makes it look worse so I have to keep it at 800x600 SILVDOR1 A custom SILVER themed techbase door made by stiching together other vanilla textures and drawing some of it on my own like the keypad on the left of the texture. WOODDOR1 and WOODDOR2 Two custom door textures I made for my Hell, castle etc themed maps, also made by stiching together other textures, the keylock and handle are drawn by me. The second version with the handle pointing down was supposed to replace WOODDOR1 when the player pressed use on the polyobject doors that had the texture. But that didn't really work no matter what I tried so I just ended up using WOODDOR1 only. TRNTEX01 and TRNTEX02 Two custom train car textures I made for any polyobject or non moving trains I may make for my maps such as this one. TRNTEX03, TRNTEX04 and TRNTEX05 These are similar to the first 2 except that they are cargo textures for cargo cars, they are also higher resolution because like GRENSKY1, downscaling them makes them look crappier and removes a lot of detail from them. EMEREXIT Just a simple small exit texture I made from scratch. TANKTRAK A tank tread texture I made from scratch for any large vehicles I have on my maps, meant to be used with slopes. Here is an example of it for a scenic map* I made last month. TXTSTON1 A Hell texture I made using one of Doom's stone textures as the background/base and putting random letters on it from some obscure alphabet I found on Wikipedia that is written from the top down. *Basically maps I make that are purely made so I can take screenshot of them or multiple such as this one. Edited October 25, 2020 by inkoalawetrust : Really minor grammar edit. 15 Share this post Link to post
ViolentBeetle Posted October 25, 2020 Plundering Mechadon's Box of Skies, but also cropping them to the right size and making sure they tile vertically. 4 Share this post Link to post
Nevander Posted October 25, 2020 On 10/15/2020 at 11:27 PM, HQDefault said: EDIT: Also, experimental version with an actual blue sky This is amazing. Going in my autoload for D1. 0 Share this post Link to post
Gez Posted October 25, 2020 21 hours ago, lilpastasalad said: One thing to watch out for with flats is that they should basically be pillow-shaded. Yeah, I know, every single pixel art tutorial will tell you pillow shading is the devil and should never be used ever in any circumstance. But flats are not sprites or vertical textures, they're horizontal and that means the viewpoint of the character will change as the player wanders around the place. The result is an illusion, where what appears to be raised from one angle appears to be sunken from the opposite angle. See here for a discussion of the phenomenon. Or these examples screenshots (the three illuminated squares have their flats rotated compared to the rest of the floor): Spoiler So I'd suggest making edits where shading is applied uniformly to avoid switching the orientation of the depth depending on the angle of the player. 7 Share this post Link to post
lilpastasalad Posted October 25, 2020 20 hours ago, kwc said: Those are neat, the clean gradient quality of those textures is fun :) One subjective tip: If you intend for these textures to mix alongside the standard doom texture set, you may want to adjust the lighting of some of those bevel/emboss details. Typically you ought to have light reflecting from the top/left when things are popping out, and bottom/right when things are sunken in. Not a hard rule of course, but I think it will help with cohesion :) 11 minutes ago, Gez said: One thing to watch out for with flats is that they should basically be pillow-shaded. Yeah, I know, every single pixel art tutorial will tell you pillow shading is the devil and should never be used ever in any circumstance. But flats are not sprites or vertical textures, they're horizontal and that means the viewpoint of the character will change as the player wanders around the place. The result is an illusion, where what appears to be raised from one angle appears to be sunken from the opposite angle. See here for a discussion of the phenomenon. Or these examples screenshots (the three illuminated squares have their flats rotated compared to the rest of the floor): Reveal hidden contents So I'd suggest making edits where shading is applied uniformly to avoid switching the orientation of the depth depending on the angle of the player. These are both really good criticisms. I'll do some tweaking. 1 Share this post Link to post
kwc Posted October 25, 2020 @lilpastasalad Np, keep kickin butt with those textures man, I agree that it's arguably more enjoyable than mapping itself :P 0 Share this post Link to post
kwc Posted October 28, 2020 (edited) With NaNoWadMo wrapping up soon, I figured I'd share what I have been working on before I move on to other texture projects. A few of them are heavy edits of the previous Generic Product texture pack, did my best to get the contrast to match across the board (some of the doors are a bit dark though). Hope somebody can find use with these, feel free to do what you'd like with em :)generic2.zip Here's everything in the wad (large image warning): Spoiler 19 Share this post Link to post
Caru Posted November 2, 2020 (edited) Some context: it was late at night, I was working on an Entryway-corruption map in the tradition of "Go 2 It", and I realized I had no idea what to do with the original Entryway exit (the new exit being in a completely different part of the map). G2I has an archvile ambush, but I wanted to do something less… aggressive. I settled on putting this on a wall right behind the door (hence the unusual height; it should tile with Plutonia's A-CONCTE with a little adjusting of the offsets). Yeah, it's a very Mock 2/N.U.T.S. kind of gag, but it gave 2am me a giggle. My only request is that this someday gets used in an otherwise completely serious WAD. EDIT: Forgot about aspect ratio correction. Now including a version that scales better vertically. Edited November 2, 2020 by Caru 5 Share this post Link to post
Hitboi Posted November 2, 2020 All of this story is behind this single texture? lol 1 Share this post Link to post
wallabra Posted November 3, 2020 Archvile spook, excellent pumkin day activity :D 0 Share this post Link to post
MattFright Posted November 4, 2020 (edited) 1 hour ago, Lil_Ruff said: Personal player skin I love how it looks, but it could've gone in this thread instead Edited November 4, 2020 by MattFright : accidentally rude phrasing, oops! 3 Share this post Link to post
Hitboi Posted November 5, 2020 I recolored Scythe 2 skies (original colors on the right) 6 Share this post Link to post
Lil_Ruff Posted November 5, 2020 On 11/4/2020 at 12:26 AM, MattFright said: I love how it looks, but it could've gone in this thread instead GAH! that WAS the thread I was looking for... I had too many tabs open and must have put the comment in the wrong one... Wooops. Thanks! 1 Share this post Link to post
ViolentBeetle Posted November 5, 2020 2 hours ago, HitBoi64 said: Ghasp! The cotton candy dimension. 4 Share this post Link to post
ViolentBeetle Posted November 8, 2020 Took a photograph of an evening sky yesterday, fed it into SLADE. It came out in grayscale, so I remaped grey to blue in SLADE because I don't know how to convert it to palette in actual graphical editor. May or may not use is as episode 1 sky in Hellevator. Pretty sure it tiles in all directions in its current state. 5 Share this post Link to post
HQDefault Posted November 8, 2020 2 hours ago, ViolentBeetle said: Took a photograph of an evening sky yesterday, fed it into SLADE. It came out in grayscale, so I remaped grey to blue in SLADE because I don't know how to convert it to palette in actual graphical editor. May or may not use is as episode 1 sky in Hellevator. Pretty sure it tiles in all directions in its current state. Can you post the original full color PNG? I might see if I can get it to look more evening-y in Doom's pallete. 0 Share this post Link to post
ViolentBeetle Posted November 8, 2020 Just now, HQDefault said: Can you post the original full color PNG? I might see if I can get it to look more evening-y in Doom's pallete. The version on my PC is already cropped, but you can see why it didn't match the palette at all. I don't think I really want an evening sky though, I think I would prefer blue one anyway. 2 Share this post Link to post
HQDefault Posted November 11, 2020 (edited) Simple mountain sky for a wad I'm working on. I kept it as a fullcolor PNG because I really couldn't preserve the tone I was going for in Doom's palette, and I couldn't really find a palette to convert it to that I liked. EDIT: Okay so after fiddling with it a little bit I got it to look pretty good in Shadow Warrior's palette. It still needs to technically be read as full color by slade so that it doesn't collapse in on itself in rendering, and I'm still undecided if I like this or the original better. Edited November 11, 2020 by HQDefault 6 Share this post Link to post
SilverMiner Posted November 11, 2020 12 minutes ago, HQDefault said: I couldn't really find a palette to convert it to that I liked Try BTSX or Eviternity 0 Share this post Link to post
Kuro_mahoh Posted November 12, 2020 Here are some edits I made in Pixlr. 13 Share this post Link to post
Negatronica Posted November 12, 2020 I've been working on machine graphics lately and made some middle textures and a couple trim textures. Feel free to use them. 23 Share this post Link to post
YouAreTheDemons Posted November 12, 2020 Those could work as larger machine sprites too! 1 Share this post Link to post
Big Ol Billy Posted November 12, 2020 Loving the machinery style you've got going on @Negatronica! 2 Share this post Link to post
holaareola Posted November 12, 2020 I was watching a doc about the Renaissance, and they had some Leonardo Da Vinci sketches featured. Apparently, getting hold of female cadavers was pretty difficult in his early days so he thought he'd have a go at just filling in the blanks. The theory that Da Vinci was gay seems all the more plausible given what he imagined the centre of a woman was like. He imagined it was like something so horrible that it would make a great texture in Doom. I give you: And the overlay so you can make your own. 8 Share this post Link to post
Cammy Posted November 12, 2020 Da Vinci famously theorized that boys were made of sugar and spice and everything nice and girls were made of vectors and sectors and custom Doom textures 15 Share this post Link to post