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The Drowning Pool (WIP)
Posted: 08 May 2013 01:52 PM   [ Ignore ]   [ # 31 ]
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Thanks guys!

Textured the chair today...
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Posted: 08 May 2013 02:30 PM   [ Ignore ]   [ # 32 ]
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Hahaha... love the giant hand print! Too funny!
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Posted: 08 May 2013 02:37 PM   [ Ignore ]   [ # 33 ]
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Wow this is coming along nicely. Is there a flowing water option?
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Posted: 08 May 2013 03:33 PM   [ Ignore ]   [ # 34 ]
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Looks like a must-have. I love the colors.
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Posted: 08 May 2013 05:44 PM   [ Ignore ]   [ # 35 ]
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SickleYield - 08 May 2013 03:33 PM
Looks like a must-have. I love the colors.


I love the colors, too. I can't wait to get this in my runtime. grin
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Posted: 09 May 2013 10:44 AM   [ Ignore ]   [ # 36 ]
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Thanks a lot! That keeps my motivation quite high smile

Some more textures...
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Posted: 09 May 2013 11:07 AM   [ Ignore ]   [ # 37 ]
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What resolution are the textures at? Hopefully sufficient to do closeups, especially of things like a figure in the drowning chair, or walking along the walls. Also, bonus points if you are using normal maps instead of bump maps... smile
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Posted: 09 May 2013 11:23 AM   [ Ignore ]   [ # 38 ]
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Most textures are 4k. The entrance building and the backwall segment have 8k, the terrain might get 8 or 16k. Hope thats enough smile
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Posted: 09 May 2013 11:27 AM   [ Ignore ]   [ # 39 ]
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I'd leave the pentagram out. It's a clash with the apparent theme, and it has real-world religious connotations (unlike the tentacles etc. that suggest Lovecraftian mythos that's fictional and public domain).
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Posted: 09 May 2013 11:54 AM   [ Ignore ]   [ # 40 ]
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Good point! Btw, nothing is finished yet, so i may change a few things as well. But suggestions etc are always welcome smile

Thanks.
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Posted: 09 May 2013 01:04 PM   [ Ignore ]   [ # 41 ]
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drakken3d - 09 May 2013 11:23 AM
Most textures are 4k. The entrance building and the backwall segment have 8k, the terrain might get 8 or 16k. Hope thats enough smile

4k minimum should help, yes. And I'm all for the higher rez ones! smile I do all my renders exporting to LuxRender, and it tends to be pretty brutal to low-rez textures. I often have to replace environment prop textures, because they've crammed way too many surfaces into a single UV map and then shipped a 2k image for that one map...

(LuxRender is also why I prefer normal maps over bump maps; normals give much more consistent/predictable behavior than bumps do in LuxRender.)
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Posted: 09 May 2013 02:42 PM   [ Ignore ]   [ # 42 ]
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What I like about these textures so far is the slightly grungy look, as if it's about time for a bunch of acolytes to be voluntold to give the place a good scrubbing.
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Posted: 09 May 2013 02:44 PM   [ Ignore ]   [ # 43 ]
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SpottedKitty - 09 May 2013 02:42 PM
What I like about these textures so far is the slightly grungy look, as if it's about time for a bunch of acolytes to be voluntold to give the place a good scrubbing.


*grumblemutter* Scrub the floor, Aldor. Wash the urns, Aldor. Noooo, Aldor, YOU don't get to prep the sacrifice, only Gerlib gets to prep the sacrifice. Stupid Gerlib, always sucking up to the High Priest of Madness. Hmph. *muttercomplain*
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Posted: 09 May 2013 02:49 PM   [ Ignore ]   [ # 44 ]
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Unfortunately i have no experience with luxrender. Have to check that out someday.

Last update for today.

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Posted: 10 May 2013 10:19 AM   [ Ignore ]   [ # 45 ]
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Experiments...
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