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lords8n
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Posts: 27
Filters: 10
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lords8n
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Posts: 27
Filters: 10
I know stucco's been done a million time, probably.
But here's my rendition.
Thoughts, comments?
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Kraellin
Kraellin

Posts: 12749
Filters: 99
looks very natural to me. i like the raised, lighter parts against the slightly darker. nice relief. i also think you've got a 'sandstone' filter that could come out of that one.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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lords8n
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Posts: 27
Filters: 10
Hmmm, sandstone. /me googles sandstone real quick...
Yeah, I can see that. I think one of my presets leans towards sandstone more than anything stucco.

I've gotten very few comments or views on this one, and although the little image doesn't do it justice, I think it's one of my better works in FF. Oh well, keep working. Time grows short.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
it's a good filter. comments and feedback are in shorter supply than the filters smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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voldemort
voldemort
Posts: 872
Filters: 649
Quote
comments and feedback are in shorter supply than the filters

Yeah I hadnt really noticed this one yet Ive gotten wrapped up in two new projects that are eating my time and brain so I havnt been contributing as much in the form of filters of comments smile:blush:
My appologies to the community --this is definatly one that texture artist would like
One draw back I saw in this regard is the fact that bump map is to extreme yet the normal map generation is almost completly flat????? Yet I cant see any reason for this

If I where to use it I would probably render the difuse with your default settings then use a high pass to tone down the bump map and generate a normal map from it

I still dont understand why the normals look like this It dosnt appear to be any fault of your filter maybe the FF gods can answer that one

If those kinks are ever worked out I can see this as a wonderful texture artists filter really authentic looking diffuse layer
lets all whine for a wine port
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lords8n
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Posts: 27
Filters: 10
Thanx for your comments Kraelin and voldemort.

I noticed the normal map being solid and can't, for the life of me, understand why myself. I tried tweaking a few things but it did no good.

I wonder if the multi layer components have anything to do with it. It's really the only thing I can think of.

I do a good bit of game level/map building, mainly for the game Jitspoe develops, and architectural textures are exactly what I need/use most. In fact, that's how I came across FF in the first place, looking for texture resources.

My house is stucco, and I feel I succeeded getting a fairly close match of my exterior walls in the default rendering.
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voldemort
voldemort
Posts: 872
Filters: 649
Well I took the filter and used the height map in it and toned it down and the normal map it generated worked great with the doom3 engine

Thats an excellent point about the multiblend Ill have to play with that in a bit and see if its the culprit if it is Might be something the ff team neads a heads up on
lets all whine for a wine port
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