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Author
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Topic: Reb@Eidos = Rebecca Shearin ?
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CuriousRom Member Posts: 217 From:Hérouville France Registered: May 99
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posted 01-05-2001 09:26 AM
To Reb@Eidos : If you are indeed Rebecca Shearin, I'd like to thank you for the manual, which is very user-friendly and detailed. I have one question : how did you create those great textures (I'm thinking about Stalin in TR2 Gold for example). What program/hardware are you using ? How long does it take to create a good texture set ? IP: Logged |
fairchild Member Posts: 60 From: Registered: Jan 2001
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posted 01-05-2001 10:20 PM
the textures, "look" & feel of the TR2 Gold *Stalin* levels? Super! I couldn't agree more; where do these textures come from? er... just flip thru your history book on the Soviet Union,these people are drenched in culture,creativity; & a different slant on a northern clime local for Lara... ("Fool's Gold" rocked me!) 5 ***** w/ a bullet!IP: Logged |
Reb@Eidos unregistered
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posted 01-12-2001 07:38 PM
Thanks...glad you liked them. Sometimes it takes a lot of fussing to get textures right, especially if you don't have good images to begin with, or if you are actually 'painting' your own. It works best when you can scan images at a small scale because reducing them tends to make them blur(when painting my own, I usually worked at 128x128 then reduced to 64x64....that's just too small to create crisp edges!!)Using your own photos is a great way to get the kind of detailed images you need to work with. When you know what sort of textures you want for your level, you can go out on a 'photo shoot' looking for the right imagery. It is amazing how differently you begin to observe the world around you! It can be challenging (and trying!)getting textures to tile with one another. Say you want to create rock cliffs, for instance. You need to build as much flexibility with each tile as possible since there are limitations as to how many textures you can use. This means that you might want to make the top of one texture match the bottom of two others so that you increase the combinations of use...the trick is to do it in such a way that it doesn't begin to look like wallpaper. And of course, if you can figure a way to make them match when rotated you're even better off! It is an extremely time consuming endeavor, but very satisfying in the end!IP: Logged |
fairchild Member Posts: 60 From: Registered: Jan 2001
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posted 01-13-2001 08:44 AM
thanks for the detailed reply; (twas hoping we could draw you out!) my interest in the grimey boards of FG level is that i see it to be a favorite "rustic" TR environment... kind of a starter kit for grit/grime...i like to work on the diagonal tiles; the weedy tiles that, when rotated can help create "trails" on the flooring, or diagonal bands of vegetation across the walls of a room. in a TR stacked room, this look helps give 3D depth(I think).128 or 256 size seems good for painting; sometimes constrain the color palette to 256 so that the tiles have more in common, at first. (then go wild later)& it seems fairly easy to make to many tiles; yes, the trick Is flexability. i've taken photos at a funky old New England boneyard; the headstones, barren trees, iron fencing give me the creeps! now to make my patchwork; FG has given me some ideas about re-creating a gritty,sombre look. hope to post a level out of this someday-Halloween maybe? IP: Logged |
CuriousRom Member Posts: 217 From:Hérouville France Registered: May 99
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posted 01-13-2001 12:41 PM
Thanks a lot Reb.I think I should get a digital camera. No ?  IP: Logged |