Makkon Textures

thanks everyone!
I'm thinking I might need to make a supplemental Industrial wad for doors and window sets later, but it doesn't need to be nearly as large as the concrete set.

in the meantime, I've been working on the eldritch set again, this might be one of my more ambitious textures so far but I'm really happy with it
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I've got something else cooking! I've completely reworked the entire metal wad by making a new colorizer, and I think it's a huge quality improvement across the board. also trims no longer have directional grunge on them so it's much easier to use them at various angles. I'm using a new LUT to palettize as well, so I'm getting much better colors and dithering. the dark metal Iron 3 has been the most widely used metal color but has generally looked pretty terrible, I think this is a massive step up now for that one in particular.
here's some previews of new and reworked textures

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Welded metal is perfect in their brutality. Little vent holes shows that metal parts was reused from some hightech mechanism. Very impressive.
 
Makkon updated Makkon Textures with a new update entry:

Makkon Metal and Tech Remake

Makkon Metal and Tech wads have been completely remade.

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-New textures have far superior palettization, better depth and form, better contrast, and all trims have non-directional grunge making them more versatile and easier to use.
-Tech has 3 new color variations: red2, orange, and a new rust, as well as black appearing much darker and less medium grey, making for better contrast.
-Tech also has a new decal set, with a...

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small hotfix, makkon_metal had some textures with improper palettizing (brnz trims and brass2 ornate ceiling). also some duplicate textures were removed, and some names (gold1) renamed to proper names (gold). there are still some textures with missing letters due to character limits (brass2/bras2)
 
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small hotfix, makkon_metal had some textures with improper palettizing (brnz trims and brass2 ornate ceiling). also some duplicate textures were removed, and some names (gold1) renamed to proper names (gold). there are still some textures with missing letters due to character limits (brass2/bras2)
makkon_metal not appeared in download list
 
Makkon updated Makkon Textures with a new update entry:

New tech color variations, CTF symbols, and checker stone tiles

Some feedback I got for makkon_tech is that the new update's black color was very dark but folks were missing the dark grey that the original black came in. Now it includes both. There's also a new green color, as well as 3 new camouflage variations in a splinter pattern.

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A new CTF wad that contains CTF symbols loosely inspired by traditional quake CTF symbols for red and blue, as well as new symbols for green and yellow. The wad includes banners and wall...

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I've been working on a new wad, calling it Urban/Industrial, inspired by the modern day instead of sci-fi or fantasy. so far I've made airducts, diamond plate, and cargo containers. of course these are all in the same artstyle as the rest of my stuff, so they will be stylistically compatible with everything else to mix and match.
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additionally, I've been expanding the concrete wad, and a little bit for the tech wad, with waffle slabs
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Was casually browsing to begin mapping Quake, and I found you here! Such neat work man! You doing all this in Designer?
Those last concretes are superb, would love to hear a bit about your process :)

Keep kicking ass!
 
Was casually browsing to begin mapping Quake, and I found you here! Such neat work man! You doing all this in Designer?
Those last concretes are superb, would love to hear a bit about your process :)

Keep kicking ass!
thanks so much! and yeah I work in substance designer, nearly 100%, including palettization. I'm very bad at writing tutorials or recording videos, but I did write an article a while back about my texture work on Graven here:
 
Sometime playing the map used Makkon textures, I look along the wall, unable to recognize it is flat image or complex brush - so amazing talented it was created.
 
thanks so much! and yeah I work in substance designer, nearly 100%, including palettization. I'm very bad at writing tutorials or recording videos, but I did write an article a while back about my texture work on Graven here:
Super useful :) Thanks for sharing!
 
Makkon updated Makkon Textures with a new update entry:

Huge update! New Industrial set, roads, and new additions to Concrete and Tech

This update begins with a brand new wad, the Industrial set! It includes a lot of new texture groups that allows for lots of flexibility. It is however missing doors, buttons, and lights as of now, these will come in a future update.

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I've also created the very beginnings of what will eventually be a fully featured Urban set. As of now, this wad contains only roads. In the future it will have modern-day/mid-century apartment facades and offices, soviet...

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Makkon updated Makkon Textures with a new update entry:

Marble new bricks and trim, Urban preview of building facades

After some requests for smaller cladding/brick sizes for Marble, I've updated the whole set to the new palettization that other updated and newer wads use. I added 3 new cladding/brick sizes, as well as a marble version of the sci-fi/fantasy trim from the Concrete set.
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I've also added 3 building facade sets to the Urban wad. Every facade has 3 variations for each color: pristine, somewhat worn/damaged, and very old/very...

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small update, missing building facades to the Urban set have been added.
 
another small update, got some feedback from a few folks and adjusted colors on marble. 5 is a bit less pink, and 7 is less yellow and is a bit darker. I also made adjustments to 3 and 8 (pink and teal) however due to quake's palette there's hardly any discernible difference on these.