Hi there, I put together this set containing revamped versions of old Natural Selection 2 textures I made for them, a long time has passed and (most) aren't used anymore (I've also cleared this with the them to release).
I decided to have a general theme on them of whitish, blackish and yellowish mainly. There are also letter and number decals included.
I released them in two versions: One HL2 Source version and one pure .TGA version where you can use them for whatever you like.
The Source set contains 98 materials.
DOWNLOADS:
Source version:
http://philipk.net/portfolio/textures/pk02_source.zip
TGA version:
http://philipk.net/portfolio/textures/pk02_tga.zip
Image of a few ones in the set:
Well that's it. Hope some people still think it can be fun with a texture set release :P
Replies
These look great, thanks so much for sharing!
Too bad most of it won't be used, as you said.
I hope they'll release the game soon btw. I've contributed a couple of assets for it too and I guess it would be kinda sad to see it not getting used.
I'm not at all sad about that in any way. They did go into a more modular mesh based direction and I think that was a really good call. I did help them out with some sets for that as well.. Not as much as I wished I would. But working full time and making time for that as proved very hard sadly.
Absolutely, I was planning on making a kind of "brick texture" tutorial for people who doesn't necessarily want to/have time to go into a sculpting app to create it.
But making such a tutorial more general with hints of stuff I usually do with Photoshop only both with normals and diffuse/specs/gloss etc.
Thanks, it's a mix usually. I tend to work a a lot with photos first, to get a quick base and then go in and handpaint masks like scratches and rust and stuff, I also try and add subtle gradients wherever I can to add a bit of depth, but have to be careful with that depending on how the texture is supposed to tile.
Other than that I add some subtle brightness/hue variations to different plates.
It's very easy when you work with something like metal plates or any type of tiles or brick, since you can easily add a lot of variation to your texture by just altering the brightness/hue a bit over the different plates/stones etc.
Oh and I made the normal maps for everything first (most of them were old ones I just slightly updated) With the normals you can do the same, just add subtle angles on different plates (I had a few textures here where that was a bit too strong IMO, noticed later on). You can also "bevel in" or "bevel out" (dunno are probably better words for that) individual plates in the normal... this is especially good if you work with brick walls, huge variation quickly.
And when you work with environment mapped materials especially you can add subtle large bevels or gradients in the normal of the plates. Will make the spec/envmap "climb" nicely over your surface instead of it being totally flat and only reflect a small part.
Went a bit over the top with the answer there perhaps :P This would generally be some of the points I want to add in a tutorial covering such stuff as well.
Anyhow, sorry for bringing this one up again, but I just wanted to say I updated the Source version now. It used uncompressed normals before. Thanks to a guy at another forum I tried out just compressing them, and as they aren't totally clean and with a lot of gradients etc in the normals the ingame difference was really minor/not noticible at all.
So yeah, if you planned to use this for anything in a Source level I'd recommend you to download it again... Sorry for that :poly136:
My only doubt is if I can use them for any kind of project or if they're just available to use with Source... because I'm working on a Unity project with some friends and some of the textures would be just PERFECT...
Nice Work!!