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franksouza183

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About franksouza183

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  1. franksouza183

    Post your Doom textures!

    More from my wip pbr texture pack. If you wanna try: https://github.com/franksouza183/fs-retexture-classic-doom, use after another hires texture pack since this is wip
  2. franksouza183

    Post your Doom textures!

    Some of my textures I'm working on. Just another pbr redesign of the default textures, dynamic lights on are required.
  3. franksouza183

    Playing with PBR materials

    Ambient Occlusion only works with sector lights, dynamic lights are useless with that. It's not hard to work with pbr, specular and glosiness are controlled by metallic and roughness maps, it give us more control in certain areas of the texture, like rust, liquid stains, glass, etc. Look at the pillars in this screenshot, around the bolts I applied a little rust
  4. franksouza183

    Playing with PBR materials

    Yeah, in specular mode it works, but not for pbr (ao, metallic and roughness). In my screenshots, the lamps textures are in specular, just like you made. This doesn't work: material flat F640080 { ao "ao/640080.png" metallic "metallic/F640080.png" roughness "roughness/F640080.png" brightmap "brightmaps/F640080.png" normal "normalmaps/F640080.png" shader "shaders/texture/parallax.fp" texture tex_heightmap "heightmaps/F640080.png" specularlevel 100 glossiness 100 }
  5. franksouza183

    Playing with PBR materials

    Thanks! In fact parallax makes some difference, although it still does not work with brightmaps, at least not for the shader I'm using, but I think we can look at it in the future. Some updates, on doom 64 textures:
  6. sorry, lens distortion, I love that. Still missing some textures. I'm working on the BD64 mod, using the doom 64 retribution maps, since they're in UDMF, I'll add more detailed design and rearranging the dynamic lights to something more realistic, and without so much unnecessary haze (in my view, of course). I'm also adding more detail to the maps and using sector lights as little as possible.
  7. Gimp and Inkscape here. Working on 64 textures. I'm also using heightmaps.
  8. franksouza183

    Playing with PBR materials

    Yes, I agree, but we can already get around this with a "false geometry," look at this. I'm using this technique, you may notice if you look at the image more closely, as soon as I finish a reasonable amount of textures I'll post a video.
  9. Inspired by this topic, I decided to play around with PBR materials with HQ and more realistic textures. Maybe I'll create a texture pack, what you think? Looking good? Some Doom 64 textures:
  10. Can you apply texture to "STEP1"? I'm just testing with Brutal Doom and UDV, all the other textures I tested, worked, except this, what could be happening? material texture STEP1 //original texture { normal "normalmaps/flat/STEP1.png" specular "specularmaps/flat/STEP1.png" roughness "roughness/flat/STEP1.png" ao "roughness/flat/STEP1.png" specularlevel "3" glossiness "20" }
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