custom textures

Bloodbane said:
Custom texture for what? games or modelling?

When I was working with a 3D engine editing tool for unreal engine you could use textures(colors or patterns of color-like crates, grates, solid colors) to dectorate your level or even character skins like if you wanted to put a symbol on a characters clothing or from the game. I used to take pictures in nature for instance if I wanted a rock color or a certain shade of brown and then you could just apply them to whatever object you wanted.

Being this is a entire different type of engine maybe custom colors would have been a better choice of words on my part. I found an really nice shade of chrome in a pic and I thought about making it a custom color in 3D paint...but I wasn't sure if it would look right. Graphical knowledge and understandijng limitations isn't my strong point lol. 
 
Wombat2112,

TBH I'm not really sure what the basis of this question is. Whether or not something looks right is a matter of taste. The engine doesn't care at all what colors you use, it just displays what you tell it to.

DC
 
Damon Caskey said:
Wombat2112,

TBH I'm not really sure what the basis of this question is. Whether or not something looks right is a matter of taste. The engine doesn't care at all what colors you use, it just displays what you tell it to.

DC

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img]https://tse3.mm.bing.net/th?id=OIP.oTVNoz1a31Yw38GRz4jZKgHaHa&pid=Api&P=0&w=300&h=300[/img]

50e7ec3f7a264b20a99d865f8203a882d158bc30.jpg


Some 3D engines use editing tools with their own brushes to do the game art. And once you have like a wall built you can use the textures from the game...usually in square or tile patterns  that can be stretched or manipulated....textures can be solid colors or patterns  Like the lights behind the storm trooper with the gray paneling both of those.. Radiant would allow you to take custom colors or patterns to apply to onjects with a specia brush within thel software. As I got better I later stopped using the ones in the game and from stone surfaces or plants etc often I could achieve a new shade or texture just from photos I had taken with my camera


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th

 
I dont think 2d works in the same way you would have to manually draw it on all the surfaces
 
Wombat2112 said:

I know how polygonal assets work. Still don't get why this matters. OpnBOR assets are straight forward bit maps, not polygons. In other words, there's no textures because they ARE the textures. Build the image in your editor with whatever patterns or colors you want in it and that's it.

DC
 
Wombat2112

i made thread a while ago where i put forth the idea of implementing images/bitmaps as actual input to create effects and other stuff in Openbor.
one thing that would be nice to see is Bump-mapping so a level's light source interacts with textures on characters & walls, but this would mean that the engine becoming more of a 3D engine & as such it probably means overhauling a lot...
 
oldyz said:
Wombat2112

i made thread a while ago where i put forth the idea of implementing images/bitmaps as actual input to create effects and other stuff in Openbor.
one thing that would be nice to see is Bump-mapping so a level's light source interacts with textures on characters & walls, but this would mean that the engine becoming more of a 3D engine & as such it probably means overhauling a lot...

Yeah I'm sure. I have very little experience in effects. I should have used the term colors in my post I still got 3D terminologies in my head....LOL the cost of stepping out of interest in game making for years. I had been having trouble getting the look I wanted for some chrome and metallic shades. So I been playing around with the custom colors option in paint. I'm sure OB as is will be able to do what I want for the most part.  Great tool it tis. :-)
 
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