Hammerfell textures

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Hammerfell textures

Post by Stalker »

If we want to succesfully create mesh sets for Hammerfell we need some sort of unified texture library for it. Brass, gold, bricks, ornaments. You name it. If everybody will be using his own version of the texture we will end up even in a bigger mess MW OoT was. And obviously I do not want this to happen.
So I suggest we gather a pack of textures which will be the only ones modellers will use for a certain set of meshes.
Please post texture samples here. First post will be edited to include links to those sets.
And remember: the higher the res - the better.
Eraser
Developer Emeritus
Posts: 1377
Joined: Thu Aug 21, 2003 10:53 am
Location: New York

Post by Eraser »

I need to check the legality of using them, but nearly all the texture maps that come with MAX should be in. ALOT of them are excellent for architecture, misc stuff like pottery and the like. Far too many to post, but I'll find some of the best examples.

We will be able to continually add to the texture library right? When making new meshes, brand new textures are a neccessity, and we can't be limited to a preset bunch or meshes will look very bland and samey.

Don't forget that all textures need their versions for the advanced mapping. For the most part, the regular texture can be used for most mappings except for normal, but really should be tweaked for each individual mesh. At least these are what we know OB uses:
Diffuse
Specular
Normal map(may need to be either from the normalmap filter in photoshop, or made in max with a special high res mesh)
Bump
Displacement/Parallax

Others that are very likely compatible:
Specular color
Glossiness
self-illumination
opacity
reflection
refraction

From TES shader used in MW
dark
detail
glow
partical color
partical opacity

Far less likely from other shaders or not commonly used
diffuse level
anisotropy
orientation
filter color
diffuse roughness
metalness
refraction filter
translucent color
Last edited by Eraser on Tue Dec 20, 2005 6:26 pm, edited 1 time in total.
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

Forgot to mention. Don't post everything you find but only the best samples you think would fit the best.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

I'm on it. I have a ton of high-res textures that will work great. Will edit this when I upload some.
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

Eraser wrote:We will be able to continually add to the texture library right? When making new meshes, brand new textures are a neccessity, and we can't be limited to a preset bunch or meshes will look very bland and samey.
We have at least a few month to form a library which will fulfil most if not all needs. So yes and no.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
Zephyr
Developer Emeritus
Posts: 1026
Joined: Tue Nov 18, 2003 5:25 am
Contact:

Post by Zephyr »

http://www.3dtotal.com/services/cds_new/v12.asp As a reference, this is something like we're looking for. I think that especially Italy and Egypt maps on that site would apply very well to what Hammerfell is.
User avatar
Vernon
Developer Emeritus
Posts: 2145
Joined: Wed Sep 29, 2004 11:57 pm
Location: Sydney, Australia

Post by Vernon »

imo a lot of the textures we'll need to create will require displacements, so each texture you post would ideally have the standard colour map, along with at least a specular map and something that creates the displacement if required.
welp
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

First - hello Vern.
Second - we at least need to get basic textures before thinking about those scary words you said.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
Zephyr
Developer Emeritus
Posts: 1026
Joined: Tue Nov 18, 2003 5:25 am
Contact:

Post by Zephyr »

Here are 20 sand and fine rock textures I got from www.mayang.com/textures/. They're about 20mb and not tiled, but can be made such. Since one cannot download more than 20 textures per day from mayang, gathering good ones from there will take time since there's over 3000 of them.
Attachments
sandtex.jpg
(143.87 KiB) Downloaded 134 times
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

[img]http://www.3dtotal.com/services/cds_new/v13/tut_fonseca01.jpg[/img]
I just about died when I saw this. we HAVE to have that pack! :-D
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Treeman300
Member
Posts: 35
Joined: Mon Dec 20, 2004 8:21 pm
Location: New York

Post by Treeman300 »

Agreed

I think it would be good for the province of Cyrodil I think that it is sort of roman architecture and that is how I pictured the Imperials living
4550re0
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

*sigh* Why do we need it for Cyrodiil if we are not making it ?
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

Nice cobblestones sirwoot. We could use them in parks and manors.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

holy crap! I thought that was a photo!!!
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
horodnicdragos
Member
Posts: 214
Joined: Sun Oct 09, 2005 7:31 am
Location: Romania
Contact:

Post by horodnicdragos »

I think for Obliion we need bigger textures...Ehmm I found one here:

[img]http://i33.photobucket.com/albums/d51/horodnicdragos/fff222.jpg[/img]

Sorry for the size. :|
User avatar
The_Warder
Developer
Posts: 97
Joined: Sat Jan 01, 2005 2:57 am
Location: Arizona
Contact:

Post by The_Warder »

http://www.3dtotal.com/services/cds_new/v12.asp As a reference, this is something like we're looking for. I think that especially Italy and Egypt maps on that site would apply very well to what Hammerfell is.
this will have to be added. Once I saw it I thought about getting it for myself. look at the architechture!!

Zephyr great find!

also how big will the new textures have to be?

and will gimp do a lot of the things to the textures that eraser talked about?
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
RowanTiernan
Developer
Posts: 0
Joined: Wed Dec 07, 2005 1:04 am
Location: Westhampton Beach, Ny, USA

Post by RowanTiernan »

hey everybody, while i was helping Warder with the Argonian club, i was able to find some great textures, so i thought why not find some for hammerfell

First- an entire scale of Bronzes
http://www.acssigns.com/images/interior-ada/cast%20bronze.jpg

Some Gold tags that could be used for the texture and shine of gold.

http://www.limitededitionrs.com/Adornments/Charms%20Gold%20Tag.jpg

Here's a site with various types of middle eastern and Egyptian talismans, and assorted jewelry, for anyone interested.

http://www.ka-gold-jewelry.com/p-products/inlaid-merkaba-big-gold.php

Heres a great site filled with various hard wood textures,that may come into use when constructing funiture, chests ect. In the past , hard woods were often used in the middle east, and were a rather expensive comodity.

[url=http://images.google.com/imgres?imgurl=http://tropicalhardwoods.com/htm/tropical_hardwoods/hardwood_images/mahogony.jpg&imgrefurl=http://tropicalhardwoods.com/htm/tropical_hardwoods/mahogany.htm&h=279&w=539&sz=34&tbnid=QA54SRQvtV0J:&tbnh=67&tbnw=130&hl=en&start=2&prev=/images%3Fq%3DMahogany%26svnum%3D10%26hl%3Den%26lr%3D%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official_s]BIG OL' LINK CUT DOWN TO SIZE © 2005 Vernon and Pals[/url]

I guess ill get some more later, but just give me some feed back and tell me if thats wat ur lookin for.

~Rowan
User avatar
Vernon
Developer Emeritus
Posts: 2145
Joined: Wed Sep 29, 2004 11:57 pm
Location: Sydney, Australia

Post by Vernon »

This isn't an addition as such, but I made it as an example of what I think we need as a minimum for each texture. Others may have different ideas about this, but if Eraser confirmed my thoughts on this, that would be helpful. :)

Let's say I wanted to make a texture for tiling a fancy pillar.

So I made a very basic bump map to base the tiles on:

BUMP MAP:
[img]http://img215.imageshack.us/img215/2451/bluecarpentertilesbump4cm.jpg[/img]

Then I coloured it in:

DIFFUSE MAP:
[img]http://img215.imageshack.us/img215/4192/bluecarpentertilesdiffuse6pi.jpg[/img]

Having done this, I could quite easily make a specular map by filtering out much of the colour, thus letting the basic character of the texture show through.

SPECULAR MAP:
[img]http://img215.imageshack.us/img215/1237/bluecarpentertilesspec9ju.jpg[/img]

So here is a pillar (other textures already applied) with firstly a bump map:

[img]http://img215.imageshack.us/img215/5944/pillarbump7gs.png[/img]

Then the diffuse map:

[img]http://img215.imageshack.us/img215/5655/pillardiff3eb.png[/img]

And finally the specular map, which cannot be seen at all well unless you are rotating the pillar (or moving past it in-game):

[img]http://img215.imageshack.us/img215/7509/pillarspec9fz.png[/img]

Our models will pale in comparison to Bethesda's unless we apply all of these techniques to our textures. I'll try to find the time to add more examples.
User avatar
Macar
Developer Emeritus
Posts: 1268
Joined: Thu Jan 27, 2005 8:32 pm
Location: Yellow
Contact:

Post by Macar »

Wow, that looks pretty freakin good. Is the diffuse map just the color, then? Also I'm not clear on what the specular map does. Can you explain?
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
User avatar
Vernon
Developer Emeritus
Posts: 2145
Joined: Wed Sep 29, 2004 11:57 pm
Location: Sydney, Australia

Post by Vernon »

Yes, diffuse maps are the colour. And specular maps are simply maps that reflect light in specified areas.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

I know nothing of that stuff but instead I googled for islamic decorative patterns and I gathered 22 samples of various shapes and colors (and resolutions, but I guess it's not a problem if one applies the same thing 4 times in a single tile). Here it is:
Attachments
HF Patterns.zip
(1.07 MiB) Downloaded 285 times
User avatar
Orix
Developer Emeritus
Posts: 163
Joined: Fri Apr 29, 2005 4:57 pm

Post by Orix »

Nice collection Scumbago!

I'd have to say the ones I like more than most others are 6, 8, 11, 13, 15, 18, 21, since they're not too garish or flowery... but thats just my personal taste :D.

These will also provide excellent reference and inspiration for texturers creating their own Hammerfell patterns, which I'd probabaly prefer over using anything borrowed from the real world.
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
User avatar
viKING
Developer
Posts: 379
Joined: Sun Dec 19, 2004 1:28 am
Location: straight from the OC, baby
Contact:

Post by viKING »

might help: http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=11180

some textures which might come handy:

http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Pottery%20and%20Ceramic&image=shiny_ceramic_detail_9103295.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Pottery%20and%20Ceramic&image=ceramic_P2260557.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Glass&image=tiled_glass_window_1262660.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Paper&image=crumpled_paper_273118.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Paper&image=wallpaper_9271521.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Plastics%20and%20Related&image=fake_green_leather_9271258.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Plastics%20and%20Related&image=stippled_plastic_9103294.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Plastics%20and%20Related&image=plastic_fake_stone_tile_7060231.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Manmade/Food&image=chiabatta_bread_1011137.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Fabric/Fine%20Fabric%20Textures&image=sandy_moroccan_rug_220522.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Fabric/Fine%20Fabric%20Textures&image=lined_orange_material_280817.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Fabric/Fine%20Fabric%20Textures&image=thin_sweater_material_170813.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Fabric/Fine%20Fabric%20Textures&image=shirt_material_2020099.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Fabric/Fine%20Fabric%20Textures&image=fine_fabric_2020095.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Walls&image=wall_190150.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Walls&image=wall_220527.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Walls&image=wall_150312.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Tiles&image=ornate_tiles_8240038.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Tiles&image=tiles_8240041.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Tiles&image=stone_7040184.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Architectural/Tiles&image=circular_tiles_6280660.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Patterned%20Metal&image=brushed_gold_050549.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Patterned%20Metal&image=metal_design_8240015.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Patterned%20Metal&image=chain_mail_1010962.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Patterned%20Metal&image=old_metal_1010970.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Patterned%20Metal&image=gold_1010956.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Metal/Metal%20Objects&image=shield_090975.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Fur%20and%20Skin&image=rabbit_fur_texture_9291374.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Fur%20and%20Skin&image=furry_toy_071303.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Mud&image=parched_cracked_mud_rainspots_2260562.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Sand&image=sahara_sand_patterns_220513.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Sand&image=sahara_sand_patterns_220512.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Nature/Sand&image=sahara_sand_patterns_200264.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Marble&image=stone_B231062.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Paving%20Stones&image=square_paving_stones_9271306.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Paving%20Stones&image=square_paving_stones_9221194.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Paving%20Stones&image=stone_floor_2120330.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Stone%20Walls&image=stone_wall_6210309.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Other%20Stone&image=stone_closeup_5140223.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Other%20Stone&image=stone_7090589.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Stone/Other%20Stone&image=stone_1010541.JPG
http://www.mayang.com/textures/perl/preview.pl?category=Wood/Bark&image=small_palm_tree_bark_9290066.JPG

there are a lot more where they come from...



and a toturial how to make'em seamless:

I found out from Korana how to do it:

(Using Paint Shop Pro)

1. Open the texture that you want to make seamless and make sure that it is in a standard size. Let's choose 128 by 128.

2. Create a new blank picture of 256 by 256 with a transparent background.

3. Copy your texture and paste it into the new picture as a new layer. Position it into the upper-left side.

4. Paste another copy as a new layer, click on the 'mirror' button to flip it horizontally and paste it into the upper-right, so that it looks as though a mirror is between the two images.

5. Paste yet another layer, and click on 'flip' for a vertical mirror image of the first image. Position it bottom left, so that it forms an end-to-end mirror image of the first picture.

6. Finally paste one more layer, flip AND mirror it, and put it bottom-right. You should now have four squares covering the whole surface of the new image, laid end-to-end and side-to-side. It should look like a kaleidoscope image, as though two mirrors were bisecting the image, one horizontally, one vertically.

7. Save as .tga and voila - you have a seamless texture!
-the real OC G
Zephyr
Developer Emeritus
Posts: 1026
Joined: Tue Nov 18, 2003 5:25 am
Contact:

Post by Zephyr »

Viking, that guide is atrocious if the texture doesn't have balanced lightness all around. It will create horrible effects that really show how the texture has been put together. It might tile, yes, but it will really show how the pic is made.

http://www.gamasutra.com/features/20010523/hajba_pfv.htm

This is what you should read about making seamless, tiling textures. In essence, you need to create a new duplicate layer of the original image, apply high pass filter on it and change the blending mode of this layer to luminosity. In order to get rid of the edges, you can use the method described by viking, or use Offset filter to give about 1/2 x and 1/2 y offset (compared to the size of the image) and use healing brush to make the edges smoothen out.
User avatar
viKING
Developer
Posts: 379
Joined: Sun Dec 19, 2004 1:28 am
Location: straight from the OC, baby
Contact:

Post by viKING »

ok, but i belive there are some textures that have balanced lightness in the list.
-the real OC G
User avatar
Lady Nerevar
Developer Emeritus
Posts: 6055
Joined: Tue Jun 08, 2004 8:42 pm
Location: New Orleans, LA

Post by Lady Nerevar »

some textures that i have acumilated over time. the exteriors rar is totaly mine, the cloth rar has some stuff i found on the net (mostly mine though) and the book rar is only what i found on the net -- the site said that they are free nad can be used for any personal or public project.

most of these are probely useless :P
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Okay, I've got some of the collection that Sirwootalot posted earlier; many of these are incredibly high-quality, high-resolution (1500x1200, ~1.4meg) textures. As such, they might be too large to post in this thread. However, many of them seem to fit perfectly with the style of Hammerfell.
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

Eyeball!! glad you're back!
I think Zephyr actually found that website link, not me... Still, the textures can easily be downscaled, cut up, or otherwise modified.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Every image comes with a premade bump/specular/diffuse map for ease of use, so they are the absolute perfect textures to use for this project. The problem is, there are hundreds of images. I could post the ones that I think are the best, though, for things like landscaping, architecture and other statics.

Maybe if someone could request what they would like to see; for example, a red coloured rock for the deep deserts, or the ornate decorations of a domed-temple ceiling.
Attachments
egypt_003.jpg
(1.8 MiB) Downloaded 64 times
african015.jpg
(983.05 KiB) Downloaded 69 times
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

Time for a fifth element quote!!!

Perfect.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
User avatar
The_Warder
Developer
Posts: 97
Joined: Sat Jan 01, 2005 2:57 am
Location: Arizona
Contact:

Post by The_Warder »

I really like those 2.
"quiet Professionals"= "walk softly but carries a big stick"
http://www.elysiun.com/forum/
suk it up you be ight!!
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Here are a few more.

edit: submit is not add attachment. adding the rest.
Attachments
indian006.jpg
Another "temple" texture, floor or ceiling.
(2.32 MiB) Downloaded 64 times
hungary023.jpg
An interesting door/gate texture.
(935.83 KiB) Downloaded 64 times
medieval019.jpg
A dry, clean stone wall.
(903.34 KiB) Downloaded 65 times
User avatar
Orix
Developer Emeritus
Posts: 163
Joined: Fri Apr 29, 2005 4:57 pm

Post by Orix »

The bottom two are ok. The top one would have to be edited by someone good with photoshop to remove the bars across the pattern, and also the blue hue on the left side. Unlike your other textures where dynamic changes in lighting would look natural, if it already has a recognisable light source on it, it would look a bit wierd.
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
Anonymous

Post by Anonymous »

I dont know much about textures, but would this help?
[url=http://img.photobucket.com/albums/v149/Dark_Jale/Picture29.jpg][img]http://img.photobucket.com/albums/v149/Dark_Jale/th_Picture29.jpg[/img][/url]

Its an old bufallo skin wallet. I can scan bits of it for leather textures. Its small, but by moving things around it might be good for trims on haggard redguard leather. It looks pretty weathered.
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

Well, it might need some touch-ups, but go ahead and scan it in at as large of a resolution as you can. I really would like to use it myself, the helm on my hammerfell armour currently has a crappy leather texture.
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
Anonymous

Post by Anonymous »

And lo, there was a freaking huge file.

EDIT: oh and on a sidenote, if needs be I can borrow a really awesome decorated leather belt for some well-made trims.
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

[url]http://www.scenicconcrete.com/colorpallet.htm[/url]

(Thanks Jale) I found this concrete site with huge pics that could be used. Thought it might be of interest.
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
User avatar
Orix
Developer Emeritus
Posts: 163
Joined: Fri Apr 29, 2005 4:57 pm

Post by Orix »

God this thread was a bastard to find...

Sorry for the necro, but since it's a post on a matter that still might require attention, I wondered if this thread on ESF had anything useful in terms of rock textures we could use:

[url]http://www.elderscrolls.com/forums/index.php?showtopic=452058[/url]
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Orix wrote:God this thread was a bastard to find...

Sorry for the necro, but since it's a post on a matter that still might require attention, I wondered if this thread on ESF had anything useful in terms of rock textures we could use:

[url]http://www.elderscrolls.com/forums/index.php?showtopic=452058[/url]
That's kind of cool, I'm downloading one of them now to check out the quality.

Morden has been working on a number of landscape textures already, so I'm sure we'll be able to start a central repository for approved, in-game textures soon.
User avatar
lb003g0676
Developer
Posts: 1204
Joined: Tue Apr 11, 2006 8:00 pm
Location: Surrey, England
Contact:

Post by lb003g0676 »

I have some textures to post now, this is great, even though I'm not texturer.
"Only perfection is acceptable. I expect something beyond the acceptable." - Sload

"Orix bows down to £'s leet spelling skills" - Oriks
Locked