The_Funktasm
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I uploaded my first filter earlier and figured I might post some examples of how I made it to use.
I do low-poly modeling for mods and video games and didn't want to rely on stock images or textures or any copyright issues, so I designed my filter from the ground up. It is designed to use nearly out of program on a model with a proper UV-map. Anyway, here is an example (since I cannot upload multiple files per post.): Two different 256x256 textures on a low-poly model set. All detail is baked into the texture in this example. There are no effect maps active. The label of the texture was added to the texture in photoshop. The bump map was overlaid onto a paper texture to create the label effect. (I will upload a multi-effect image at some point tonight.) ![]() |
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Posted: January 29, 2018 8:23 pm | ||
The_Funktasm
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Posted: January 30, 2018 1:37 am | ||
Kraellin
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pretty damn good for a first filter!
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: January 31, 2018 1:36 am | ||
acire1
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Posts: 55 |
Hi, Great filter!
However, when I looked at it I interpreted it as 2 wheels and speed... smile8) like this... |
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Posted: January 31, 2018 4:58 am | ||
acire1
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Posts: 55 |
OK, that image didn't go through
![]() I'll try again. |
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Posted: January 31, 2018 5:07 am | ||
acire1
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Posts: 55 |
I'm giving up...the image just doesn't want to upload ...
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Posted: January 31, 2018 5:12 am | ||
acire1
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Posts: 55 |
OK, I've now posted that image in the gallery
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Posted: January 31, 2018 5:44 am | ||
The_Funktasm
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Thanks. That's an interesting interpretation of it, but looking at the image it does work.
Then again UV Maps are confusing. I had a good long period of like ten years messing with skins for video games before I really understood how to do them or lay them out. (hint: I still have no idea what I'm doing. Late bloomer in this hobby.) The biggest help has been trying to do leather work as the seam/layout logic is kind of similar. Even then they don't always look like what they turn out to be. Oh, question... There's some minor language on these next images, nothing major but is it alright to keep them? I can replace the textures if it's a problem. Also copyrighted test images from real products. I can replace them with ersatz versions as well. I actually got a nice looking render with a few other people's filters standing in for walls/surfaces. This is a later unreleased version I'm thinking of uploading soon. It's slower with the label set to render, but then again I'm learning this more or less as I go along. It took me since V3 to actually learn how to make real filters anyway... (this version is notable because the only alterations are an in-photoshop overlay of logo/label colors onto the normal diffuse or combo map I have removed an entire step almost...) ![]() |
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Posted: January 31, 2018 4:58 pm | ||
PayPaul
Posts: 106 |
So, you've used this filter to render textures in blender? How does blender use the textures created in this filter?
Don't step on a dead dogma. It'll turn up again and bite you! |
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Posted: February 1, 2018 8:38 am | ||
The_Funktasm
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I export the main image, the generated normal, and the specular map, then load them in blender. Then in blender I set more than one texture up in the material I apply to my model, making sure none of the effects are affecting what they are not supposed to.
There is an "Influence" menu where you set what elements of the material are affected by the textures, and for instance you set the normal map to affect the model's normals but not the colors, the specular to affect the specularity, reflections, etc. There's also a setting that tells blender to load the channels of a normal map properly. Aside from that they are simply UVmapped onto the model. ![]() |
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Posted: February 1, 2018 1:06 pm | ||
The_Funktasm
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Posted: February 10, 2018 3:02 pm | ||
The_Funktasm
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I have since gotten other filters into that game and can use it to demonstrate how well the effect maps work for my and other people's filters. Thinking if it's possible of switching this thread's format into general construction/display stuff.
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Posted: February 20, 2018 9:24 am | ||
The_Funktasm
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![]() A filter I've been messing around with to emulate a 90's cup design that was also in Costco food courts until at least the 2000's afaik. It's been on the internet a lot lately, as well. (also thank you mods, for changing the thread title.) |
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Posted: February 20, 2018 10:05 am | ||
The_Funktasm
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![]() A later, but not quite right version. A bit edgier and more reminiscent of a heart monitor or oscilloscope. 's Abstract Cup type 4.ffxml |
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Posted: February 20, 2018 10:19 am | ||
The_Funktasm
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Well that's not good. I can't modify the earlier post so here's the filter that somehow got omitted.
's Abstract Cup type 3.ffxml |
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Posted: February 20, 2018 10:20 am | ||
The_Funktasm
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![]() Does one thing, but only does that with no real options unless you feel like digging. May revisit this later and add options for a proper release. For now it just does what it does. ("and only that.") drinklid.ffxml |
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Posted: February 20, 2018 10:26 am | ||
The_Funktasm
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![]() Pretty much just uberzev's "Radial Blur 4.1" hijacked into an icecream swirl filter. All credit goes to them. I literally just used it as a heightmap after putting a teeny bit of noise in. Mister Swirly.ffxml |
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Posted: February 20, 2018 10:39 am | ||
The_Funktasm
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Posted: February 20, 2018 10:57 am | ||
The_Funktasm
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![]() Does what it says on the filter. Very basic. Probably been done before but despite the wait this one is really simple. Can you believe this was what I ended up with trying to make a retro boomerang pattern? Lotsa Spaghetti.ffxml |
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Posted: February 20, 2018 11:15 am | ||
SpaceRay
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Wow! I like very much the last spaghetti filter, cool and well done, love the very complex and tangled texture made, great
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Posted: February 21, 2018 2:33 am | ||
The_Funktasm
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Thanks. It's weird how simple it is though. It's literally just a dense bomber that's been supplied a triangular polygon with round edges.
![]() It literally happened on accident. This next one I think is practically release ready, but it's pretty specific. ![]() It makes round, square tiling, cooked, burnt, raw, etc hamburger patties. ' Burgers.ffxml |
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Posted: February 21, 2018 5:59 am | ||
The_Funktasm
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Posted: April 23, 2019 11:49 pm | ||
The_Funktasm
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A filter I was messing with specifically to generate a 1:1 match of the steel textures in Doom and Doom 2. It only works properly at 128x128.
I would put a preview image but I don't have an account with any site that hosts images anymore, and I can only have one file added to this post. DOOM Metal.ffxml |
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Posted: January 29, 2025 8:48 pm | ||
Rachel Duim
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My guess is you want to keep it pixelized at higher resolution so... I've added a 100x100 pixelizer. If you want more than a 100x100 pixelizer, it can be done by adding more bomber+ components. In FF11.
DOOM Metal pixelate.ffxml Math meets art meets psychedelia. |
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Posted: January 30, 2025 1:31 am | ||
The_Funktasm
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I will check that out later today.
Part of the intent is not just pixelation but a very specific sort of... dithering? I suppose you'd call it that. I have made steel textures with other filters including some of my own design but they don't match the uneven shading of the original textures so they are not immediately compatible. It's something about the original sampling or color reduction for the palette. |
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Posted: January 30, 2025 8:47 am |
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