Freelancer High Resolution Textures realase topic.
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Free! Free! Free! Use them wisely!
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Trust me, I will
Thanks! -
Disclaimer: The following is artistic criticism, not any sort of negative mindless hate.
You’ve not taken it far enough. The diff cloud is a little obvious, I’d pull it back some. Take some of the blacks out, they’re too heavy.
Your shapes are good, but they’re too uniform. Spend some time damaging the panels instead of letting the Diff cloud do the work. Also, if you’re gonna put in lighting (the panels dark v light edges) keep the light source uniform.
Manually put metallic highlights on your hard edges, right now it reads as plastic, not metal. And add some fake ambient occlusion to overlapping pieces. Another 2-3 hrs of work and this could be a nice piece.
Attached is a quick once over I’ve done on a small piece of the texture. Now, I can’t compensate for your Diff clouds, I’m just painting over what you’ve got, but see the difference in how much less flat you can make it in just a few minutes? Really easy tricks.
By no means is this my little doodle representative of finished level quality. But you’ve got the resolution, so use it! Also, this is a choice thing, but I’d refrain from using a ‘stamp’ pattern like that metal plating backdrop. You can do so much better with just your own work.
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So, if I understand well, I just have to change brightness and add some white on the edges?
The cloudy appearance is my base texture, if I removed that, my texture is ugly because I use the original texture as colour in my layers.
Edit : I tried another layer style/disposition and now that’s not foggy and more clear without disgusting colours.
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Well, it’s a little more than that. What I did was pull out some of the blacks using Curves/Levels. I didn’t have the base PSD, so I had to just use a blunt force method, but with the layers intact, there are easier ways to do it.
As for the edges, use a 1px hard brush with a white+basecolor for edge highlights. And again, look at your big panels. The lightsource isnt matching up. Instead of using the layer style Bevel, hand paint the panels using two layers. The upper layer should be Light and the lower layer should be Shadow. Paint with a white+basecolor broad hard brush for your highlighted edges, and dark grey brush for your shadow edges. Always use one lightsource - I usually use upper left corner @ 45 degrees. That way on every panel, if the panel is raised, the top edge and left edge are highlighted, and the bottom edge and lower edge are shadow. If the panel is inset, the reverse is true. You’ll get a more clear reading that way.
Also, using a Diff Cloud is a good way to make a base texture, but also try combining it via an Overlay layer using a texture from www.cgtextures.com. They’re royalty free and usually pretty decent quality. Find a decent metal texture to use as a base, most of them are pre-tiled, so no worries there.
I have a really good test texture I built laying around somewhere. I’ll try to find it and post it here so you can see what I mean.
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I have not the same functionalities in photoshop, what photoshop do you use?
Giving me a demo file is a good idea! Send me it via a private message.
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Help! I can’t create layer group in photoshop!
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I use CS6 Extended.
Groups should be creatable by selecting the layers you want to group and then hitting either the folder icon in the bottom of the layer tray or CRTL+G
I’ll record a demo video, maybe tonight when I get back from class on what I know about texture tricks for PS. I might do a series on using dDo and nDo to create really nice diffuse textures.
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This is becoming a Master Class, thanks Sizer! I’m following although not understanding all.
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Did you check out http://www.moddb.com/games/freelancer/addons/hd-textures-12 to combine your efforts?
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No not really but I want to make something new. And I will not make planets, because in this pack the textures are in 1024X1024.
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Update! V2 of Rh textures is available.
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Is it better?
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Yes. The colour now mimics the original better (your first version was a bit dark) and the more visible structure fits to the usual Rheinland style.
I guess it’s time to go on and give those other colonies some HD
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I think if you could post more example textures here more people would respond. Didn’t have the time to look at the package yet.
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Hi!
Last week-end and today, I’ve worked on 2 Kusari dragon textures, ku_elite256 and k_wings, ku_panel_trim remains to be done.
I wanted to know what you think about the textures that has been done.
I send you a comparison image of the old textures and the new ones. -
It looks good. A shame Freelancer is that old that you still have to create predefined shading on such textures. I could image those textures you did with normalmaps to look very good.
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You can do that?
In fact I didn’t use the bevel tool of Photoshop (exept 2 times, just for the circle) I’ve made it manually and it looks more realistic. I didn’t use the bevel tool because when you look at a plane (or ship) fuselage you will not see bevel, you will see that :
–– and not that : ---- ( remove the “-” to see what I want to say)
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Normalmaps are not supported by vanilla Freelancer. So far just http://www.freeworldstidesofwar.com/forum/ uses graphic enhancement that allows to use normalmaps.