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Post your Doom textures!


Jimmy

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Revived my experiment with scratched wall. This texture is a pain to clean up, but I think it mostly worked out. Some are better than others. Blue one isn't very good.

CRACKWA2.png

CRACKWA3.png

CRACKWA4.png

CRACKWA5.png

CRACKWAL.png

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On 2/24/2021 at 3:57 AM, Gifty said:

Texture Tuesday! Palleted, tilable and ready to use.

1.png2.png

4.png3.png.9b3902d62d3075a46c802b8ec0379d71.png

The cobble doesn't work well as a wall. I tried using it as flat for mixed results. Don't know enough to make it sharper as resized for flats.

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1 hour ago, ViolentBeetle said:

The cobble doesn't work well as a wall. I tried using it as flat for mixed results. Don't know enough to make it sharper as resized for flats.

 

I had a go at it.  Added a bit of manual shading to the grey one to separate some of the stones a bit more:

 

giftyflat1.png giftyflat2.png

 

 

//EDIT:

 

Bonus flat sourced from Legend of Zelda: Ocarina of Time

 

lozoot1.png

 

Might need a bit of tweaking, but it's okay-ish.

Edited by DooMAD

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@DooMAD Looks good. I will try them out later.

 

Meanwhile I nabbed some rust from here https://www.deviantart.com/exchanged-stock/art/Coloured-Rust-1-33906438 and made it tile.

I still can't draw or handle the palette change, but I no longer let it stop me.

 

Just to clarify: It is paletted, but in a stupid way.

Update: Also used some color magic to make I don't know what. Something bronze I guess.

RUSTWAL.png

RUSTWA2.png

Edited by ViolentBeetle

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Or it's just some old wall that was painted over without even cleaning it first. I.e. it's OK, there is a use to it.

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On 3/2/2021 at 2:55 PM, Spawn said:

Or it's just some old wall that was painted over without even cleaning it first. I.e. it's OK, there is a use to it.

Yeah, that makes sense. It's kind of a texture that's not very useful on a long wall, but as a short decoration it works ok.

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ezgif.com-gif-maker.gif

More consistent animated flat (Two versions merged together). I deleted one frame that didn't look right so it's a little jerky. But I think it works.

Doesn't have the same Van Gogh quality though.

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3 minutes ago, Gifty said:

That red one could make a cool portal texture!

Probably. You can see a flat based on this principle above. I I can probably even make animated if I put in some effort. But I'm all out of effort.

Edited by ViolentBeetle

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34 minutes ago, XLightningStormL said:

Sources (for SOME textures used parts of, or are based on): Cold as Hell, Area51.wad, DrDoctor, KDIZD, Phobos.WAD, Blood, Neodoom

Those beige computers are awesome. Are they based on anything?

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Just now, ViolentBeetle said:

Those beige computers are awesome. Are they based on anything?

Bit of Alien, but generally 1970s-ified white shell computers that have gone beige from oxidization and debris (essentially they're the whole parent design to the black shell computers we see in Doom, since the COMPx-textures were designed during the early 90s and 'Iphone design-computers' and LCD monitors weren't exactly existent in '93, it would make sense that computers 20 years before the events of doom would be Alien-esque in doom's universe)

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On 3/10/2021 at 6:53 AM, Gifty said:

I'm putting together a mega "ULTIMATE BRICKS" node graph in Substance Designer with the end goal of being able to output lots and lots and lots of brick variations very quickly.

 

Impressive.  Is your work totally from scratch?  Or does it rely on ready-made materials being blended together?  If it is completely new and not based on any pre-existing work, it might be worth getting in touch with projects like https://www.doomworld.com/forum/topic/70732-blasphemer-discussion/ and https://www.doomworld.com/forum/topic/72519-zauberer/ as they generally have to be more conscious of copyright issues, at least compared to more typical wads.  New, good-quality, textures are probably welcome there.

 

Edited by DooMAD

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It's all node-based so they're made completely from scratch; I'm just plugging shapes into noise patterns, etc. 

 

I haven't spoken to anybody, but if any big projects need totally original textures, I would definitely be down to talk about it as it would be good practice for me. I promise I can make things other than bricks :P

 

Messing with some goofy animations:

1.gif

3.gif

Edited by Gifty

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On 3/10/2021 at 9:53 AM, Gifty said:

I'm putting together a mega "ULTIMATE BRICKS" node graph in Substance Designer with the end goal of being able to output lots and lots and lots of brick variations very quickly. I've got dry, scrubby bricks, lush overgrown bricks, goopy underwater bricks... I'm still working on adding more modular options, like carved decorations and other props and stuff, but it's coming along very well! After much puzzling I finally got SD to output crunched, color-quantized results that look convincingly retro to me. (it's not truly palettized, but it quantizes down any color range I put into it, so it LOOKS like it's working from a custom palette without actually requiring me to commit to one)

 

If I can create a modular graph like this for every broad material type -- brick, wood, stone face, metal, etc. I could basically make a game's worth of textures from a very small handful of graph files! I know I've mentioned most of this stuff already, but I'm tantalizingly close to perfecting the formula now and it's making me very excited.

BigBrick.png

grassybrick.png

grimybrick.png

waterbrick.png

That looks cool. Say, can you make the grass a little less alive?

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Ha! I remember that Baron stained glass! Didn't saved the broken variant tho.

Oh god, Mega. Please, can you use good old stable MediaFire? I literally can't even from Mega.

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Very well, here's mediafire links for this and that.   I thought they were getting annoying with their pop unders and occasionally my browser warns that it blocked one from a dangerous site.   I saw people complaining about it here recently and someone mentioning mega.nz.   I thought the little loading screen before they give the download link was annoying but it seems to work fine and they seem to be good about security and otherwise good practices.   I don't want to use anything google or microsoft.

Edited by Gokuma

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On 3/14/2021 at 10:58 PM, Gokuma said:

 

 

Here's a little something.  Took consoledoom.wad (by Kaiser), put the maps in order, and retextured some maps with ClassicT.wad.   Map31 The Mansion looks way dark and gothic.

 

 

 

beautiful! very haunted-house-like

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On 3/12/2021 at 8:53 AM, Gifty said:

Behold! Something that is not brick! (I'm trying to build up a "wood" node graph to match my brick system; getting sidetracked with shiny metal)

2.png.fe3ba0791b3340e9df9c4018ceddf1db.png

 

 

 

 

now you're trolling :D

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I've found myself using the window textures from TNT and Icarus quite a bit lately, so I made a few variations

windows.gif

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