- Mon Jan 23, 2006 1:21 pm
#113305
Thanks, guys...
I build my maps at 4k resolution (4096x4096) and then make a 2k downres and 1k downres. I usually source dozens of photographs in the course of making a map; one of my favorite techniques is taking a highly-distressed image - perhaps a rusted boat hull - and deleting areas using the selection wand with various tolerance settings. Since the wand selects by similar tone, the pieces tend to have very natural shapes and falloffs to them, so I end up with a nice pallete of lighter and darker "damage" pieces, which I can then position around the map wherever it looks best. I then choose or paint a master overall-color map, and tint the majority of damage pieces in a similar way to match, always leaving a few pieces their original color for more realism.
Anyway, more coming!
_Mike
P.S. Wouldn't it be cool if Maxwell could automatically choose texture map resolution based on need? For example, if Maxwell understood a fixed naming convention for textures, like "xxxxxxx_4k.tga" and if the in-render resolution was 2048 or smaller, it would go looking for the same texture map but with "..._2k" in the name, and swap it out?
I build my maps at 4k resolution (4096x4096) and then make a 2k downres and 1k downres. I usually source dozens of photographs in the course of making a map; one of my favorite techniques is taking a highly-distressed image - perhaps a rusted boat hull - and deleting areas using the selection wand with various tolerance settings. Since the wand selects by similar tone, the pieces tend to have very natural shapes and falloffs to them, so I end up with a nice pallete of lighter and darker "damage" pieces, which I can then position around the map wherever it looks best. I then choose or paint a master overall-color map, and tint the majority of damage pieces in a similar way to match, always leaving a few pieces their original color for more realism.
Anyway, more coming!
_Mike
P.S. Wouldn't it be cool if Maxwell could automatically choose texture map resolution based on need? For example, if Maxwell understood a fixed naming convention for textures, like "xxxxxxx_4k.tga" and if the in-render resolution was 2048 or smaller, it would go looking for the same texture map but with "..._2k" in the name, and swap it out?