I have gotten to the point in the Armadosia wad where that skull texture is being heavily used. It will look great once the enhanced version is done and shows up in this wad.
I actually used the mixer brush from (Photoshop) CS5 to smooth them out, then drew some stuff on them.
As you can see, some times successfully, other times not so much. (Pure red is arghhh to work with.)
Very good at it. I hope that you all do it in HD resolution?
I think it's a good idea - to draw the same pixels of the texture. Not much without adding pixels of other colors. So get closest to the original. Only once have to add details in the texture - it is most difficult.
I would like to say that the textures created from the start in Photoshop or other programs like this do not look natural, such as cardboard. That's what makes Bloax - a good idea to make a texture in HD resolution for Doom 1 - 2.
Great. This is what I wanted to say. This is the best thing you can do today.
Creating textures for Doom from the beginning of his tools in Photoshop - almost not possible. Textures look template with smooth lines like cardboard. It does not look natural. In the texture of the ID is more than a procedural superimposition of the pattern in Photoshop. How I watched the textures of Doom 1 - 2 I come to the conclusion that they are made from natural objects. I think that when you create levels, these levels were made of plastic. Maybe it was even a children's designer. Then, these levels are versed in the details of individual walls and photographed. And in the end that the photos do not look too real - they impose styled filter. So they bought a cartoon look that is a small palette of colors that is as good effect on the engine.
The new skincut is looking good so far, minus the "bloody" part, which I imagine you still have a lot of work to complete still.
I'm curious as to why you chose this skin to update, however. I thought the current skincut was among the more decent textures. Why not work on some of the textures that haven't even been done yet, like a few of the tanrock textures?
Is there a high resolution texture pack for Plutonia and TNT (the one in the Add-ons page doesn't include some Plutonia and TNT textures, otherwise it is great)?
In the pack, there are textures for them, but still not all the textures have been done. I guess the community is focusing more on the engine improvements and less on the upgrading of textures for now. The texture project is still incomplete and there hasn't been many new replacement textures to the orginal textures added to it (in comparison to the number of textures in the pack) since late 2006, I believe. That is when I started using Doomsday. I really don't know if many of the original textures have been upgraded (replaced with DHRTP versions) since then, but it seems like there hasn't been many additional textures added for years.
I just got all the textures from him and will put them into the pack.
At the moment the next rleease will be around christmas (the same way it's been done for the last couple of years)
I think some of the textures Reinchard did like the ending door texture don't look true enough to the original and kind of look out of place in the game in a cheesy photographic way.
Maybe this detail for the game in thefollowing link is the ultimate goal in sight for the jdoom team. Even this would be wonderful and the design feels like what you would encounter in classic Doom:
Comments
Blox, you know that if you are doing that skull texture from editing the original then it can't be accepted.
As you can see, some times successfully, other times not so much. (Pure red is arghhh to work with.)
I think it's a good idea - to draw the same pixels of the texture. Not much without adding pixels of other colors. So get closest to the original. Only once have to add details in the texture - it is most difficult.
I would like to say that the textures created from the start in Photoshop or other programs like this do not look natural, such as cardboard. That's what makes Bloax - a good idea to make a texture in HD resolution for Doom 1 - 2.
Great. This is what I wanted to say. This is the best thing you can do today.
Creating textures for Doom from the beginning of his tools in Photoshop - almost not possible. Textures look template with smooth lines like cardboard. It does not look natural. In the texture of the ID is more than a procedural superimposition of the pattern in Photoshop. How I watched the textures of Doom 1 - 2 I come to the conclusion that they are made from natural objects. I think that when you create levels, these levels were made of plastic. Maybe it was even a children's designer. Then, these levels are versed in the details of individual walls and photographed. And in the end that the photos do not look too real - they impose styled filter. So they bought a cartoon look that is a small palette of colors that is as good effect on the engine.
I'm curious as to why you chose this skin to update, however. I thought the current skincut was among the more decent textures. Why not work on some of the textures that haven't even been done yet, like a few of the tanrock textures?
Looks like no progress for a long time, or at least no posted progress.
Being a real teaser here, since I'm having trouble animating it.
http://iddqd.ru/textures.php?page=1&pat ... ex=HELL5_1
But also take a look at this links:
http://godieblack.deviantart.com/art/Sk ... -260523190
http://forums.newdoom.com/showpost.php? ... stcount=57 (Example)
Now there's another nice talent called Reinchard:
http://forum.zdoom.org/viewtopic.php?f=19&t=33250
http://www.doomworld.com/vb/doom-genera ... -textures/
At the moment the next rleease will be around christmas (the same way it's been done for the last couple of years)
If you're wondering:
Original De-contrastfuck-ed