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Texture tile community resource request?


Guest Messenjah

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Guest Messenjah

So, for Christmas, I gave my wife a copy of Sims 3 and one of the things I noticed about this game that I actually liked, was the fact that everything was very customizable. Basically, the game pulls textures from a database of texture patterns and then projects them onto the models themselves. This means, that you can texture anything to look exactly the way you want. This got me thinking, we have several capabilities inside the GECK to help us do something similar. Now, mind you, we can't create an effect like this in game, but we can set up a nice system so that people can easily create some meshes and make them easily customizable. Mind you, these meshes will have to be clean. However, one of the things I dissagree strongly on, with the Fallout lore, is that EVERYTHING is always dirty or muddied up. There have always been clothing tailors, so why wouldn't there be ANY decent clothing in the future that isn't dirtied up? Even though it IS the post appocolypt, wouldn't there be anyone that can make and sell clothing?

 

 

Anyway, I'm working on a project that will require a large variety of lingerie items and to acheive this and add some variety, I've figured that I need to make clothing with a number of different varients. If you haven't noticed, inside the GECK, you can actually add new components to various outfits by combining them inside the GECK. You can also make re-textures of these outfits by creating texture packs.

 

 

What I am suggesting is this, we need someone, to create a large database of texture patterns. Simply, large 1024x1024 or even 2048x2048 texture tiles with patterns on them, and create a single custom directory for eveyone to pull these textures from. Then, we need to lay out our model UV maps to fit these patterns as best we can so that we can use these tiles as a way of texturing individual parts of our clothing. All of the details and shading, should be done with the model itself and the Normal Map. We really don't need ambient acclusion these days or layers upon layers of detail. We can create the detail we need with bump maps and 3D modeling techniques. I would suggest leaving the normal map for these models inside the models directory when possible to keep things organized.

 

I do not have time to do this or I would, but I suppose I'm asking someone else to do this or other people to pull together to accomplish such a task.

 

The idea, is simply time management. If people spend some time working on the normal maps and UV layout a bit and separate their model out a bit, they can save some time, using tiled textures and it will add more variety and customization for their work.

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Well I use textures a lot in photoshop, but here on the forums I've seen Cg Textures mentioned quite a bit by reputable modders, also try googling photoshop textures or try searching deviantart (which is one of the largest image banks on the entire internet, with just about every category of photo and art you can imagine.)
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