Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Jimmy

Post your Doom textures!

Recommended Posts

On 8/14/2020 at 11:47 PM, Gifty said:

Say, that looks pretty good! I've been curious about Substance Designer, there's a twitter artist I follow who makes a lot of Quake textures in there and they look absolutely fantastic.

I only used it for a few hours and could tell it's a very powerful software. If you take texture design seriously, I recommend it. You can make some pretty insane stuff with it, apparently:

https://www.artstation.com/artwork/aRNznq

https://www.artstation.com/artwork/1KmDX

 

It's also a lot more beginner friendly than Blender or Zbrush. Kinda like relearning Photoshop, I guess.

 

On 8/15/2020 at 12:52 AM, elend said:

That is looking quite neat, StalkerBlade. Substance Designer is something that interests me as well, but every time I want to try my own textures somebody else already made better ones. And there are so many out there already. ;(

Usually the more versed in something like this you get, the more articulate you'll be and will be able to create original things easier over time. Learning this stuff reminds me of when I was first learning how to draw. Lots of practice, tutorials, and photo references...

 

@Gez Damn, that third and fifth screenshot in the poster looks cool. Maybe I should give Quake mapping a try sometime lol.

Edited by StalkerBlade

Share this post


Link to post

@Jimmy Thanks! I'd be up for that once I've covered more ground- still kinda learning basics right now. Next up is figuring out how to properly draw a circle for lights/teleporters lol.

Share this post


Link to post

For circles that work with aspect ratio, make ellipses with a 6:5 ratio: 6 horizontal diameter, 5 vertical diameter.

Share this post


Link to post
On 8/18/2020 at 1:43 PM, Smouths said:

@Jimmy Thanks! I'd be up for that once I've covered more ground- still kinda learning basics right now. Next up is figuring out how to properly draw a circle for lights/teleporters lol.


you and me both lmao i barely have diagonals down

Share this post


Link to post

God dammit, you beat me to it. I was thinking of doing this in my techbase, but postponed it because I am using a 3D floor water sector and the water reflections would have extended out of the pool, heh. I am wondering how this will look ingame, probably cool as heck.

Share this post


Link to post
33 minutes ago, Smouths said:

(are flats 1:1?)

Yes.

 

Except when they're on a wall.

 

(Technically, flats get stretched in whichever direction the player looks at them from, instead of always vertically like walls.)

Share this post


Link to post

Hey guys, I went ahead and pulled my step textures and flats together and made a wad for it.
kwcstep1.wad

Some simple examples:

Spoiler

Screenshot_Doom_20200822_163236_cr.png.382b11454323ac5d7cd3804cf7001389.png

Screenshot_Doom_20200822_163322.png.354a8858329ea3f946cf6515e6b10df6.png

Screenshot_Doom_20200822_163402.png.756a096685a53501552f4bf054021e65.png

Screenshot_Doom_20200822_163414.png.891f9ae9e065a4afe7ce073f54bf4eec.png

Screenshot_Doom_20200822_163425.png.6bad047db4975ac4db33488110f41088.png

Screenshot_Doom_20200822_163532.png.fbade0d98dca2310e2e910dc5bc23bc9.png

 

Excuse the weird image cropping


Hope I did everything correctly, tests well with prboom+, if I missed anything or did anything needlessly redundant with the wad structure let me know.

Share this post


Link to post

I was fucking around with a free AI upscaling program and found that you should absolutely never go cheap on this sort of thing because this looks friggin disgusting

finalStar.png.7b172dda2e92569639bbdb35d9299912.png

This is the result of me upscaling from 128 to 256, messing with it a bit and removing the artifacting, then upscaling it again to 512, and then messing with it a pit more. It looks bad.

 

But it's still better than the result of what happened when I tried to upscale it to 512 straight:

b28bc033-3135-4c93-9493-7eed1996b13a.png.bcd250984ffa249d83975b9ae543a23b.png

Share this post


Link to post

Haha yes, I recently also tried some free stuff out and, uh... it was not good. Then I noticed, that most of the examples of upscaling I did like where done via ESRGAN. Did you try this? I am too stupid to use it somehow.

 

@kwc Heck yeah! Thanks, man.

@Alien Seed Games I saw those textures and would love to use them some day. I have downloaded them, but am not sure when I will be able to map some alien-y stuff.

Share this post


Link to post

Hay whats the best program/tool to use to make them in to "Doom" or "Quake" Textures? i started makeing a WAD off them last year and never got back to it

If sum one know a good tool ill make a wad off them to share

 

Share this post


Link to post

I use GIMP for the images and then SLADE to convert to Doom textures.

 

For converting images to Quake textures I believe Wally is still the standard.

Share this post


Link to post

Brick painting practice. Trying to get that worn, warbly surface texture to the bricks.

Untitled.png

Share this post


Link to post
On 8/23/2020 at 12:48 AM, HQDefault said:

I was fucking around with a free AI upscaling program and found that you should absolutely never go cheap on this sort of thing because this looks friggin disgusting

I think the texture pack made out of upscaled textures like that would be interesting.

Share this post


Link to post

Been messing with procedural texture tools and made these, if you like them, go nuts.

1328223320_spritesheet(6).png.c11a4825c5c2493ab6f4fe3f0bc22cd4.png

 

Also figured out how to generate bevel overlays, I will drop them in here when I get around to it.

edit: bonus 256's plus a sky:
 

Spoiler

858470395_spritesheet(8).png.f7ede8ed18a5f83e6c32e06ab668986e.png


 

Edited by kwc

Share this post


Link to post

I'm really digging those relief/bevel patterns. What procedural tools are you using?

 

Drew some mossy fun earlier. Mmm, mossy fun.

rocks80grassy.png

Share this post


Link to post

@Gifty
I picked up Filter Forge for dirt cheap a couple of days ago, it feels like cheating.

So I might as well share what I can: 
all.png.03725f660502fe61032b9efe522cb446.png
Panel_Overlays.zip

Inside is 25 256x256 .png files with thin (1 pixel of bevel) tiled panel overlays, 8x8 to 128x128
Panel surfaces are keyed to 808080 so it whatever material you overlay these on should remain the same shade.
Adjust contrast on the overlay layer in order adjust the strength to taste.
Hopefully this will be useful to somebody in making texture sets.
No credit on these ones.

Preview of all 25:
 

Spoiler

836886022_spritesheet(9).png.4429ccdf9d332b5533256518a3839a2c.png


 

Share this post


Link to post
49 minutes ago, elend said:

How much did you pay for Filterforge?

It looks like for the next few hours (however much is left in the website's day cycle) you can get the basic edition for 35ish dollars. Seems pretty good!

Share this post


Link to post

Yep, something like that.
Works really well for me since at the moment tools like Material Maker or Substance Designer don't run too well (or at all) on my computer.

 

Here's a bunch of raw 64x64 grate/studded patterns:

Spoiler

1532146947_spritesheet(10).png.d872dfa08290ff0065a6a20e5d858869.png

 

Share this post


Link to post

So many awesome textures and things being pushed out lately by the community- sorry I've not been part of that anymore...

Share this post


Link to post
On mercredi 26 août 2020 at 12:07 PM, kwc said:

Inside is 25 256x256 .png files with thin (1 pixel of bevel) tiled panel overlays, 8x8 to 128x128
Panel surfaces are keyed to 808080 so it whatever material you overlay these on should remain the same shade.
Adjust contrast on the overlay layer in order adjust the strength to taste.
Hopefully this will be useful to somebody in making texture sets.
No credit on these ones.

If I can suggest something, it'd be to make some variant patterns that are a bit less regular.

For example:

wQj0n0R.png

Share this post


Link to post

@Gez
Those look great :) Good suggestion, thank you!
My initial intention was to provide the basic 2-factor stuff, it does look rather sterile when laid out like that. 
Would it be alright to include your demonstrations in the zip?

Edited by kwc

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×