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Shade's Liquid Texture Samples (Slime, tar, oil, blood, water textures and more)

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    Shade's Liquid Texture Samples (Slime, tar, oil, blood, water textures and more)

    I thought I'd share these, since there is a lack of diversity in the liquid materials that came with the game.

    Filefront Download: http://postdownload.filefront.com/13...00fe774435895d

    In here are COLOR, SPECULARITY, NORMAL, and OCCLUSION maps, as well as the original textures.

    Contains different water, blood, oil, grease, tar, and goo textures so your map will no longer be confined to the few materials created for the game.

    NOTE: You will have to convert the Texture Samples from 32-bit to 24-bit since UED doesn't do 32-bit color images. I was going to do this, but it should be easy enough to do yourself.

    I generated the images in Photoshop, then made the extra maps with CrazyBump (get it at CrazyBump.com).

    All images are 512x512 and are completely seamless.

    Feel free to use them in your maps to make whatever materials you want.

    Examples of original .jpg images:
    [shot]http://i134.photobucket.com/albums/q117/hottingoth/BloodPool.jpg[/shot]
    Mmmmmm blood...

    [shot]http://i134.photobucket.com/albums/q117/hottingoth/CrystalBlueLake.jpg[/shot]
    That's pure Poland Spring baby, yeah....

    [shot]http://i134.photobucket.com/albums/q117/hottingoth/FlowingMud.jpg[/shot]
    Here's mud in your map.

    [shot]http://i134.photobucket.com/albums/q117/hottingoth/ThickestSludge.jpg[/shot]
    Nasty slugde? yeah we got it.

    [shot]http://i134.photobucket.com/albums/q117/hottingoth/FreshTar.jpg[/shot]
    Even nastier tar... Don't get it in yer hair.... yech....

    #2
    Awesome, thank you!

    ..Now I just need to find a Material tutorial so I can use the.

    Comment


      #3
      http://www.hourences.com/book/tutorialsindex.htm

      I like this place for tuts

      Nice work Shade, the blood should be...interesting. Mhuhahahahahaha!

      Comment


        #4
        Thank you!

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          #5
          You, madame, are an asset to the community.

          Comment


            #6
            These might come in handy sometime, thanks.


            Originally posted by ShadeMistress View Post
            ...NOTE: You will have to convert the Texture Samples from 32-bit to 24-bit since UED doesn't do 32-bit color images. I was going to do this, but it should be easy enough to do yourself...
            It can handle 32bit TGA, if you need to import something with an alpha channel.

            Comment


              #7
              Sha-weet! Good work M8!
              I reckon I might use that 'poland spring' in my upcomming map. Looks perfect for it.

              Comment


                #8
                Originally posted by Mr Evil View Post
                These might come in handy sometime, thanks.



                It can handle 32bit TGA, if you need to import something with an alpha channel.
                Huh, didn't know that. These are all in 32-bit .bmp format, which won't import properly into UE4 for some reason.

                I usually just load them up into PS and then save a 24-bit copy, but I'm pretty sure MS Paint would work just as well.

                Comment


                  #9
                  Wow thats some great textures....Shade! I really hope to see these used.

                  Comment


                    #10
                    there was a custom map for ut2004 called cruciatus in which you would play the assault gametype in the pits of hell, crawling around through alternating areas of fiery lava and squirming organic rooms, the blood texture would work great for the puddles in the pile of guts the size of everest. anyone thinking of remaking that map really ought to consider making use of it.

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                      #11
                      thanx!! for the great textures

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                        #12
                        Very nice of you. Thank You!

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                          #13
                          Thanks, very nice work.

                          Comment


                            #14
                            I may start releasing little packages here and there of my texture samples. I think I have around 200, maybe more. And that's only counting the ones I have on my hard drive from the past couple months. I have years worth of textures on CD, I don't the majority of them have SPEC or NORM maps yet though.

                            Thanks for the comments guys.

                            In case you have downloaded the zip and hadn't noticed, the following texture had no maps with it... I forgot them, sorry.

                            Here they are:

                            Color Map:
                            [shot]http://i134.photobucket.com/albums/q117/hottingoth/GreenChemical_COLOR.jpg[/shot]

                            Displacement:
                            [shot]http://i134.photobucket.com/albums/q117/hottingoth/GreenChemical_DISP.jpg[/shot]

                            Normal Map:
                            [shot]http://i134.photobucket.com/albums/q117/hottingoth/GreenChemical_NRM.jpg[/shot]

                            Occlusion Map:
                            [shot]http://i134.photobucket.com/albums/q117/hottingoth/GreenChemical_OCC.jpg[/shot]

                            Specularity Map:
                            [shot]http://i134.photobucket.com/albums/q117/hottingoth/GreenChemical_SPEC.jpg[/shot]

                            I've usually used nothing more than just the COLOR, SPEC, and NRM maps for the majority of my materials and the effect is pretty darn nice. This is especially useful for terrain textures, since the number of texture samples plays a big role in how many terrain shader layers you can use.

                            Comment


                              #15
                              Very cool stuff! If I can figure out how to transform these into UT3 materials I will most certainly use them for magic weapons and magic artifacts.

                              Comment

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