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Re: Custom textures for items/props
Posted: Thu Nov 29, 2012 1:26 pm
by SpiderFighter
Beautiful work (love the custom art on the walls!). Welcome back!
Re: Custom textures for items/props
Posted: Sat Dec 01, 2012 2:36 am
by Merethif
Thank you all! I'm really humbled by your positive feedback
The wall set is now available on Nexus if you'd like to give it a try (and find out if everything works fine
).
http://grimrock.nexusmods.com/mods/125/
The wall text were changed a bit because I wasn't satisfied with the version you can see on the screenshot above.
Apart standard two wall mosaics (which are rather wall paintings in this case) there is an alternative floor tile and alternative version of pillar available - in order to make those "special" rooms look different then the rest of the level. Alternative floor tile may be used either to cover whole room or just single tile/several tiles to create different patterns and I think they look fine both ways. Also I've added one themed gobelin to fit this wall set (it comes with a bronze bar).
Re: Custom textures for items/props
Posted: Sat Dec 01, 2012 2:50 am
by Neikun
This is really quite beautiful.
I have to ask how you went about changing the wall mosaics as I'm sure I'll have to tackle that when I get to it in my Gold Halls set.
Re: Custom textures for items/props
Posted: Sat Dec 01, 2012 3:34 am
by Merethif
Neikun wrote:This is really quite beautiful.
I have to ask how you went about changing the wall mosaics as I'm sure I'll have to tackle that when I get to it in my Gold Halls set.
Their model is totally plain so you can add any image you want without worrying about original ones. I used trap door stone texture and cover original mosaic with it before applying paintings. I don't even had to worry about normal map much because wall paintings are rather flat
BTW, the weird thing is that wall mosaics textures seems VERY distorted - the texture is extended horizontally when placed on model (it's the only texture I've found so far that do this), so the actual image has to be really squeezed. For example:
(texture opened with Photoshop vs texture on model in game)
I wanted those sun-circles to be round so I had to distort them to the ellipses (with about 2:1 ratio) so they were round-shaped in-game. Of course octopus and bull have to be both squeezed as well.