EffinghamHuffnagel Posted July 16, 2020 On 7/14/2020 at 7:59 PM, Gifty said: @plums I'm actually really liking that black one, it gets rid of that smooth plasticky look my original had. It's getting closer! Got my friend who uses Blender for a living to help me out. The grout gaps need to shrink a little, and I need to deform the bricks more so they look more realistically worn. I'm slowly but surely homing in on a good setup. Really like the look. Took your base and added the standard grout from BIGBRIK2. No smoothing or shading, just wanted to see how it looked. Yours is much more interesting. 7 Share this post Link to post
Gifty Posted July 17, 2020 (edited) @Doom_Dude DAMN I like that window you added. Loving all the edits people have shared of that Blender wall. :D Been reading the Egyptian Book of the Dead lately. Wanted to do a whole Egyptian/sandstone texture set but I think this is all I have time for. 17 Share this post Link to post
Doom_Dude Posted July 17, 2020 (edited) @Gifty It did come out better than I thought it would on the first try. :) I also wanted to make some Egyptian textures but never did. Probably because I never got around to making an Egyptian themed map. 1 Share this post Link to post
Gifty Posted July 17, 2020 Those animated rock textures are really sick. 4 Share this post Link to post
Faceman2000 Posted July 20, 2020 (edited) Made some traditional Doom style recreations of Doom 64 textures. I hope to do more in the future but here's these for the time being. Feel free to use, just credit me. And here's the originals for comparison's sake: 36 Share this post Link to post
NiGHTMARE Posted July 22, 2020 (edited) Nootrac4571 made a couple of nice looking GSTONE vine textures for Demonastery: I decided to expand on these to make a green/brown variant, and then SP_HOT variants of both: They looked a little odd when used with the original 256x128 GSTONE vine textures, as they include shading on the bricks around the vines and of course the originals don't. So I went ahead and added shading to these as well: Edited July 22, 2020 by NiGHTMARE 23 Share this post Link to post
NiGHTMARE Posted July 22, 2020 (edited) Nootrac4571 also made a couple of 256x128 brick vine textures, which have shading around the vines: I found that they could easily be copied over to the various brown BRICK and BSTONE textures: They're based on some less repetitive BRICK and BSTONE textures that I threw together. You may have seen the BSTONE ones before, but the BRICKs are all new. There are several more 64x128 brick vine textures in Demonastery, which I'm also planning to make some variants of. I'm not going to spam them all here, but they'll be in a couple of texture wads in the future. Edited July 22, 2020 by NiGHTMARE 16 Share this post Link to post
Nootrac4571 Posted July 22, 2020 (edited) 7 hours ago, NiGHTMARE said: Nootrac4571 also made a couple of 256x128 brick vine textures, which have shading around the vines: I think I probably have the vines on their own with the shadows as semitransparent layers somewhere, I'll see if I can dig them out, might make your life a bit easier. -Edit- Found these: I think I made the edges by just painting the original wall texture back over the top, so sadly no nice clean shadowed versions, but I've got clean shadows for the 256x128 tiled vines: -Edit 2- Also, I can't remember what textures made it into Demonastery - I remember not all of them found a place to be used - but here are a bunch of vine textures I drew for it: Edited July 22, 2020 by Nootrac4571 9 Share this post Link to post
NiGHTMARE Posted July 23, 2020 (edited) Thank you. I more or less managed to get the same thing by adding your vine textures as a layer on top of the original non-vine versions, selecting the "difference" blend mode, removing all pixels that weren't changed, and then pasting the original transparent vine texture on top. Here's not one but two versions of a shaded GRAYVINE (plus a variant with the green vines). The first version includes blurred edges around the vines, and the second version has the normal, sharper edges. I think I prefer the blurred version myself, as it looks more like the vines are clinging to the wall. Edited July 23, 2020 by NiGHTMARE 13 Share this post Link to post
The_MártonJános Posted July 27, 2020 (edited) More 'Mandela'! [EDIT] The stain should actually be good as-is. Edited August 1, 2020 by Cell 32 Share this post Link to post
whatup876 Posted July 27, 2020 3 hours ago, Cell said: More 'Mandela'! Kinda rushed the nukage stain (left side looks sh*tty) might re-do it later. I like stuff like this because it shows how classic Doom technically has some versatility in its art style that inspires creativity. 10 Share this post Link to post
Smouths Posted July 28, 2020 Here's some switches I threw together. Not entirely pleased with them, but they fit the tone I'm going for *shrug* 12 Share this post Link to post
Roebloz Posted July 29, 2020 Lights with various textures. Useful if you don't want to overuse linedefs. 6 Share this post Link to post
TheHambourgeois Posted July 31, 2020 (edited) Making a bunch of shit for an eternity levelset I am trying to make. dumb joke: garage looking door: 3d mid textures and derived "railing": "cold" warning sign: back panels for 3d mid switches: vent: weird grate texture that I am pretty sure i ripped off from dn3d or strife shitty metal siding wall e: ah fuck forgot the door tracks Edited July 31, 2020 by TheHambourgeois 23 Share this post Link to post
elend Posted July 31, 2020 Dang, that's some good stuff. I like that shitty metal siding wall actually. 0 Share this post Link to post
Faceman2000 Posted July 31, 2020 Here's two new skies I whipped up using bits of things here and there. The night sky with mountains is an edit of the unused sky that became the F_SKY1 flat overlaid on the PSX Doom starry sky. The hell sky is a mix of a couple of different unused redwalls (sourced from @NaturalTvventy and @Xaser's unused resource wad) combined with mountains formed from an SP_FACE texture from the same resource pack. 22 Share this post Link to post
Hitboi Posted July 31, 2020 (edited) I made bunch of Shitty Retard Textures (RETARD ALERT) Quote (Originally from Slayer's Rampage) (Based on UbiLights Quake Texture pack) (Fixed SUPPORT2?!) (With the Scanlines effect) (It's a middle Texture, Cuz im lazy) (With Better Shadows and Recolored Guts) Edited July 31, 2020 by HitBoi64 7 Share this post Link to post
TheHambourgeois Posted July 31, 2020 10 hours ago, elend said: Dang, that's some good stuff. I like that shitty metal siding wall actually. My secret is GIMP, indexed mode, a multiply layer, and a low opacity soft light layer :p. "New layer from visible" at the end to convert it back to the doom palette because the overlays do not respect it 2 Share this post Link to post
NaturalTvventy Posted July 31, 2020 This is a request/challenge! Can someone make a texture of the skin from SKSPINE? If it wraps with SKSPINE that'd be a great bonus. I just like the look of it. 4 Share this post Link to post
Gifty Posted July 31, 2020 (edited) More fun with Blender brick patterns and heightmap stuff. 8 Share this post Link to post
elend Posted July 31, 2020 Gifty: Man, you're building quite a whacky castle there. Looks nice. 1 Share this post Link to post
Gez Posted July 31, 2020 4 hours ago, NaturalTvventy said: This is a request/challenge! Can someone make a texture of the skin from SKSPINE? Challenge accepted! While preparing that, I was playing with layers, e.g.: ...and somehow got something completely different from what I expected. I think it'd make a cool flat. 10 Share this post Link to post
NaturalTvventy Posted July 31, 2020 20 minutes ago, Gez said: Challenge accepted! Superb! 0 Share this post Link to post
kwc Posted July 31, 2020 (edited) Joining in on the 3D Model Wall Virtual-Photograph to Texture Thing I'm not that great using 3D software quite yet and I wanted to see what a potentially high quality result may look like. Decided to do a quick test of the concept by using that Windows 10 3D Viewer program and just loading in one of the stock models they had. This isn't a really real texture submission (although if you somehow find it useful go for it) but kind of a proof of concept/exercise. The model was pretty cartoony, sort of like something out of WoW. I think it looks pretty neat otherwise, and there is a lot of potential behind this method, looking forward to doing more serious ones. 5 Share this post Link to post
Gez Posted August 1, 2020 (edited) The greenish stones and arched wall theme kinda reminds me of the imperial castle architecture set in Morrowind. Except it has sturdier-looking support columns. 6 Share this post Link to post
ViolentBeetle Posted August 1, 2020 I decided to do what TNT did and mark my crates with letters HF to represent them being belonging to Hell Frontier project. But I can't make them look decent, no matter what variation I try to use. What's the secret? 4 Share this post Link to post