Sourced: Community high-res texture set for HL: Source

Hey slthytove, thanks a bunch for the advice, as I am no where near a great, or even good texture artist. All Im doing is throwing a few in here and there.

1. Looking into this, will fix it soon.
2. Another easy fix :)
3. ...
4. I used the teqnique which you descibed at the beggining of your post about scaling the texture up, and used them as a reference for the fonts. For the first texture, the target range, the fonts lined up loosly and the spacing was a tad bit off. As for the second texture, the Black Mesa sign, the fonts were dead on compared to the low resolution version. This includes the spacing between letters, font length, and font width.
5. The splotches I had a bit of trouble with, and mainly I just messed around until I got the 'most' realistic result. This is definately one of the lowe points of my textures, and its about as good as it is going to get :p

Heres an update for the Black Mesa Training Facility sign:
trrm_sign5New_02.jpg


Update for the shooting range sign:
trrm_sign1New_02.jpg
 
I've finished the soda machines and submitted them, and have gotten some work done on "clocks..." I wonder if there is some, possibly more efficient way for us to post works-in-progress and get feedback on them... since the process is rather similar (post the original, post iterations of a new one), it seems like it could benefit from some efficiency analysis. Besides that, I really like seeing examples of other people's stuff, and I think it might encourage people to contribute if they see all sorts of small contributions from other people.

I'm going to dink around with setting something like this up on a personal server, but it would probably work out best if it were integrated with the sourced.leakfree.org site. I'll keep you all posted.

In the meantime, I'm fishing for comments about this clock:

Original:
clock1.jpg


New:
clock1_new.jpg
 
Awww, thanks so much. I'm seriously blushing. :)

I've got a prototype version of this website thing I'm thinking about online at:
http://sourced.oskweegee.net/gallery/

If you're interested in using it to put your own stuff online and/or getting comments, then go ahead and register, and I'll set up a gallery for you to post your stuff, preferably sticking to my example. Also, any comments about how to use such a site more effectively are quite welcome.
 
Coolhead that second one is better, but I still think it needs work.

Look at the first one, all the text is plainly visible but some parts are merely darkened splotches but the text is still clearly visible. Make the dirt much more transparent as we should see all of the letters clearly but have some be darkened.
 
slthytove said:
Awww, thanks so much. I'm seriously blushing. :)

I've got a prototype version of this website thing I'm thinking about online at:
http://sourced.oskweegee.net/gallery/

If you're interested in using it to put your own stuff online and/or getting comments, then go ahead and register, and I'll set up a gallery for you to post your stuff, preferably sticking to my example. Also, any comments about how to use such a site more effectively are quite welcome.

The back of your head is sexy.

Blushing more? :D
 
Wow, that clock looks sweet! Only thing I might change is the hour hand would be just a tad past six if it's a few minutes into the hour. (I know it's a mistake from the original texture.)
 
Hey Coolhead third one is superb!!
The clock and the soda machines are superb too!!
:cheers:
Very good work guys!!
 
Say somebody comes along that could create something that's more photorealistic than what's completed on a reserved set. Is it first-reserve-first-used, or best-gets-in?
 
I'd say the better version, but should really leave improving current textures till after the very main sets are done
 
Well, just work on undone textures until they're all done. Then maybe we'll see about impovements.

The main problem with accepting submissions to replace old ones is that then no one ever knows if the textures they spend a few hours making are going to be thrown away.

Another problem is that I then have to constantly make judgement calls as to who did a better one and I think I'd make people mad or disappointed.

Thirdly, the project will never be complete if everyone keeps doing the same textures over and over.

What I'm doing to ensure quality is aksing people to make sure their textures look photorealistic, and if they're unsure, just do one and post it here for feedback first.
 
I've got something done for all the textures in the clocks set - I've got them all up on that gallery site I talked about above. Here's a direct link to the clocks gallery:
http://sourced.oskweegee.net/gallery/clocks

It has all the images for the clocks set, with both originals and (in some cases) multiple revisions. In all cases, the highest revision number is the one I'm happiest with.

If you have any comments about specific images, please put them there. You don't even have to register to leave comments.

If anyone else is interested in using that format for presenting images for comments/presentation, let me know, and I'll give you permissions to add albums and upload images there. I'm still experimenting with it, but I'm happy with the results so far. And though my bandwidth on that server is somewhat limited, I've got plenty of disk space. :)
 
Photorealistic textures...

Potorealistic textures? I don't like photorealistical textures!! I like the little comic touch of the Half Life textures!!
 
I finished the couches set and I noticed you were starting that one slthytove. If you're already half-way done you might wanna finish the set anyway because mine are sorta half-assed. The couches in game are really boxy looking and no texture is going to save them so I was kind of sloppy.

The clocks look really nice btw.
 
Well, I actually was planning on starting it, but haven't done any work besides taking a few photos of plaid textures around the house. I didn't formally claim it, and would quite happily do another set. :) Thanks about the clocks.
 
The oldcouches looking really bad because they are mapmodels... They are no *.mdl Models.
 
I finished up the tunnel floor set too, I had the base metal texture already done so it was easy.

Happy new year everybody! Some people party on new years, I made textures. :cheers:
 
I actually wasn't texturing last night, but I salute you who make textures on New Year's Eve. 'Tis a noble service to the rest of the world.
 
Can't let this thread die so here's some ingame screenshots of the retextured monorail car.

before http://s87355358.onlinehome.us/old2.jpg
after http://s87355358.onlinehome.us/new2.jpg

The seats need to be fixed, and theres a bunch of spots where stuff doesn't line up that I'll have to tweak but it's looking pretty nice I think. A little cleaner than the original but if you look closely you can see someones muddy shoe tracks on the floor. It's a bit like texturing a player model without a wireframe guide that's why I'm having trouble lining things up.

I've done a few other textures too, nothing too exciting.

old http://s87355358.onlinehome.us/old.jpg
new http://s87355358.onlinehome.us/new.jpg
 
slthytove, what fonts did you use for those textures on the pop machine buttons? I'd like to skin matching pop-cans for those.
 
rahba said:
Can't let this thread die so here's some ingame screenshots of the retextured monorail car.

before http://s87355358.onlinehome.us/old2.jpg
after http://s87355358.onlinehome.us/new2.jpg

The seats need to be fixed, and theres a bunch of spots where stuff doesn't line up that I'll have to tweak but it's looking pretty nice I think. A little cleaner than the original but if you look closely you can see someones muddy shoe tracks on the floor. It's a bit like texturing a player model without a wireframe guide that's why I'm having trouble lining things up.

I've done a few other textures too, nothing too exciting.

old http://s87355358.onlinehome.us/old.jpg
new http://s87355358.onlinehome.us/new.jpg


Nice I REALLY like those tram textures
 
Yea looking good

In the "not too exciting" textures the old sorta looks more bumpy.

Keep it going guys :D
 
rahba, regarding the tram... The new ones are definitely clean, but I think they might be a little bit *too* clean. I don't know, I just get a different vibe in the "new" screenshot than the one I got in the "old" screenshot. I'm guessing it's related to different colors (the wheelchair, the panels along the bottom of the wall), specularity (the old textures seem to be much shinier/metallic), and bumpiness (the variations in the old textures seem to inspire a very coarse and rough texture, whereas the new ones seem much finer/smoother). Try playing with the contrast and/or adding highlights (dodge tool, or a highlight layer with "screen" blending mode).

bobsik, I've got high-resolution PSD files for all of the buttons that I could try getting to you. Well, all of them except Icey Kola, which I accidentally overwrote. :-( You could PM me with your e-mail address, or if you've got attachment limits, I can put them online somewhere temporarily.
 
http://s87355358.onlinehome.us/new3.jpg

I made the brushed metal look a llittle more visible, I should probably add the little rivets and stuff. I'm gonna keep the texture a little cleaner than the original because I think it looks nicer.

The seats are proving to be a huge pain in my seat. The texture coordinates are skewed and different on some seats. When the tram stops the seat textures shift a little further down and to the left than they were during the ride.
 
I like new3 a lot better. That texture skewing thing is really weird... since I have no experience mapping/texturing a half-life level, I sadly don't have any insite for you on that. :-(
 
Still looking amazing..


It really shows just how much work went into making HL1!

Let alone HL2!!!! :)
 
I hope my Black Mesa teammembers now know what I meant with NOT simply recreating the original textures to high-res versions... it's a fun upgrade for the original perhaps, but really not suitable for the graphical quality you'd want for BM:S.
 
I looked through the whole topic. Great job on all the textures. :thumbs:
Im going to try my hand at a few too.
 
U cant edit ur messages in this forum? :O
I tried to make the painted doors set of textures, Im not quite happy whit them they do look like the originals, but seem a little unrealistic, does anybody have any tips for me? How to make the textures better?
The first attached image is the original, the second is the remake.
 

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Not sure why but that image (updated one) feels blury and low-res o_O not sure why though... *shrug* just feels that way to me
 
JVI i I{ I{ said:
U cant edit ur messages in this forum? :O
I tried to make the painted doors set of textures, Im not quite happy whit them they do look like the originals, but seem a little unrealistic, does anybody have any tips for me? How to make the textures better?
The first attached image is the original, the second is the remake.

It looks grainy, as if you modified a resized version of the original to get this version. To make it realistic, you could use real photos of painted wood as your base.
 
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