Seams and repeats - Opinions wanted

Post » Fri Feb 18, 2011 9:22 pm

Oi all

I've made a brick tunnel that uses the firehouse01.dds texture. It wasn't made for this, but I think it looks decent. I'm just looking for opinions about it. Being inside the tunnel, I don't think the pattern repeat would be obvious, along with clutter, mobs and whatnot, tho the seam will be (I can probably fix that in photoshop with a can of black spray paint).

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way01.jpg[/IMG]

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way02.jpg[/IMG]


EDIT: Wanted to mention that the texture is mirrored from the middle, so it would also be at each end.
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Lakyn Ellery
 
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Post » Fri Feb 18, 2011 8:59 pm

Oi all

I've made a brick tunnel that uses the firehouse01.dds texture. It wasn't made for this, but I think it looks decent. I'm just looking for opinions about it. Being inside the tunnel, I don't think the pattern repeat would be obvious, along with clutter, mobs and whatnot, tho the seam will be (I can probably fix that in photoshop with a can of black spray paint).

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way01.jpg[/IMG]

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way02.jpg[/IMG]


EDIT: Wanted to mention that the texture is mirrored from the middle, so it would also be at each end.


Funny, I'm doing the same http://i569.photobucket.com/albums/ss132/JW1a/ScreenShot426.jpg, only I modified some of the existing models. How does yours look when you connect a couple together? I'm still trying to make the joins a little less obvious in mine.
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Kayla Oatney
 
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Post » Sat Feb 19, 2011 3:37 am

Oi

Nice, yours looks really good, how wide is it? Mine's about wide enough for one or two persons.

I used the generic room corner as a base for width and height, and paid close attention to unit sizes in blender. So far I haven't had any problems with the pieces themselves lining up. The texture lines up well because of mirroring, tho my piece is twice the original lenght I intended (from 2 to 4 kit pieces long. Must be about the lenght of the project purity pipe). I just have to fit the UV layout more tightly to kill the seam I'm getting when coupling.

The way I see it, there's few other solutions:

- Doctor those edges in photoshop/other image editor so the colors blend in better, because the pattern itself seems to line up.

- I was about to add some detailing in the mesh to hide the seams. Looking at yours, it seems to have alot of corners to hide them in. That's probably what I'll have to do for the 4 way connection I'm working on, I can line up one direction, but there'll be a seam in the other.

There's another brick texture I liked, the one from the red row house, but it doesn't look as dirty and broken up.

How are you going about it?
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[Bounty][Ben]
 
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Post » Sat Feb 19, 2011 4:13 am

My Blender and modelling abilities are limited, so just I based mine on the 'UtlHallbg' models. I halved the width and reduced the height by a quarter. I did have to replace the upper part of the walls, which had various 'metallic' recesses and such like. I was very lucky in that simply replacing the existing textures with brick worked quite well.

I did have to do a bit of fiddling around in Nifskope to get my 3- and 4- way sections to join together properly - for some reason Blender re-centred the actual model but not the collision box, leaving me with visible gaps.

With some minor adjustments I've got the seams on the straight sections looking reasonable - I think the original texture mapping was slightly skewed, as the mortar lines would line up at one end but not at the other! The trouble I'm getting now is with repeats, which are a bit obvious, and with seams on the three- and four-way sections. I was thinking of maybe trying a bit of vertex painting to attempt to address the repeat problem - do you have any experience with that? I think with the seams it's going to be a question of a lot of tedious trial and error - I don't know any way of doing it other than adjusting the texture mapping a bit, going into the game and taking a look, making a further adjustment, taking another look, etc. etc.
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I love YOu
 
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Post » Sat Feb 19, 2011 10:46 am

I haven't been using blender for long either, but there's alot of help out there. I have an idea then go around trying to learn how to do it. I'm kinda playing making a mod, like I played the actual fallout game hehe.

I don't haven't learned how to use vertex painting yet, but today I skimmed through some tutorials and messed around with it a bit, it seems like it's a good idea. You can alter the colors pretty easily and it looks subtle, so you can make part of the wall darker or more yellow and adjust the opacity of the color, it can make the repeats less obvious and using black, I almost completely made the seam at the bottom of my tunnel disappear. Not sure how it fares ingame with a light directed at it tho. It work all the better the more faces there are to the model. It's a one color per face deal.

Trial and error...hmmm, now that's good learnin'. Like right now, I gotta start over and add more vertices cause I want a smoother upper and bottom curve.
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Spaceman
 
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Post » Sat Feb 19, 2011 10:16 am

Oi

I decided to try photoshop to fix the seam issue. Works really well. I split the image in half, inverted them (so I'd be 100% sure the new edges would connect) and used the stamp tool to duplicate groups of nearby pixels, stamped them over and around the old edges (that were now in the middle), and alot of mouse clicks later, the seam's disappeared. I used a gradient effect to hide the connections at the top and bottom, where the texture darkens, but not sure about how it looks:

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way03.jpg[/IMG]

[IMG]http://i794.photobucket.com/albums/yy228/Cobayn_pw/Game%20Mods/BrickTunnel1Way04.jpg[/IMG]
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Darrell Fawcett
 
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Post » Fri Feb 18, 2011 10:00 pm

A quick tip, instead of splitting the image, mirroring them, and doing all that work, the offset filter in photoshop does it all automatically and than you only have to paint out the seams and offset them back.

Hope to save you some time in the future.
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lilmissparty
 
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Post » Sat Feb 19, 2011 10:57 am

Thanks Nekronom, I'll read up on that.
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how solid
 
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