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Wall Distressed Section 01 by angelboiii

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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2454
Filters: 49
Wall Distressed Section 01 by angelboiii
http://www.filterforge.com/filters/1384.html

User added an image
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Vladimir Golovin
Administrator
Filter Forge, Inc.
Posts: 2454
Filters: 49
The texture itself is great, but the height of the bump/normal map seems too big -- have you checked this texture in the engine?
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Mike Blackney

Posts: 159
Filters: 36
Wow. That looks almost identical to one of my favourite textures from UT2004. I'd like to see you put a little more work into the controls and presets because I think with a little tampering you could have an all-in-one concrete wall filter. Great job.
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James
James
Posts: 520
Filters: 25
Great work Smile
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angelboiii
maya dude
Posts: 24
Filters: 14
Vladimir: too busy at this time to check those textures how they look in the engine.. im just trying out your great FilterForge.. i have plans on using those textures in my doom3 project. At that time ill probably realise all the things i could have done better. But normal height could be adjusted by Surface Height so its easy to correct it to desired height. I was looking for a good result in FilterForges render..

Mike: hehe.. not intentionaly.. i checked the texture you are talking about.. and it really looks like i stole the look Smile but mine started as an atempt to do distroyed road texture and ended like a wall Smile similarity is coincidental Wink

James: Thanx Smile
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Zone12
Zone12
Posts: 6
Filters: 14
great filter, very high quality texture. the heightmap may need some tweaking, but that should be really easy to sort out. Smile
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kanes55
kanes55

Posts: 13
A super-texture! Thanks
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Kraellin
Kraellin

Posts: 11035
Filters: 82
i love how the top texture starts to break up and crack near the exposed underlying texture. great stuff!
"Bring me a tub of ox fat and a clean sock!" (Dongalor from "Krod Mandoon")

Craig
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Targos
Game Dev
Posts: 68
Wow just have to say what a great filter this is. I hope to learn from this, as this filter expresses how I could possibly lift my game art to a whole new level with correct normal mapping. I havent even started with the wiki yet but learning accurate normal mapping with FF would be awesome. It just looks so much better than any greyscale heightmap I've made based on an origional image.

Thanks heaps for posting this filter!

AaronC
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