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Old 08-26-2008, 07:05 PM   #11 (permalink)
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Here's a nifty little action for photoshop which makes great normal maps.

http://www.rodgreen.com/downloads/OffsetActions.atn

The whole process can be seen at:
Project Offset - Developer's Blog

I've used it alot, and the guys at work use it to get some quick, great quality normal maps.
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Old 08-27-2008, 07:54 AM   #12 (permalink)
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Thanks for the links. I should add I have not added a new normal map to this yet. I will get on it now.
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Old 08-31-2008, 12:08 PM   #13 (permalink)
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Well i powered though the rest of the Eat 3D Tutorial and got it done, not before time I should add. I am disappointed with how it turned out but that’s only to be expected as I had never used Mud Box and some other stuff until now. The texture could have been a lot better I think, it was mostly photo source and then a lot of editing done to them in Photoshop. I can see where it should have been Unwrapped a lot better too. But I will know for again. I am still happy that I got it finished and I did learn loads.

So tell me what you think and where I need to do better.

Thanks

I now want to go back and do a few more pillars like the ones in Gears or UT3 without the massive amounts of damage or all the rebar.




Maps

Last edited by sarge mat; 09-01-2008 at 04:27 AM.
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Old 09-01-2008, 03:19 AM   #14 (permalink)
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The biggest problem i see is proper material definition. If i look at the brownish parts then they don't strike me as concrete. Your maps have an invalid url so it's kinda hard to see how it's all build up . A little more contrast would do good too. Stuff like the pipe, which is an important feature, make sure that pops. If you go extreme you can make that yellow, with damaged paint, dirt, etc. It would break the overall brown color you have right now...

I can imagine that you don't want to change anything anymore though, after spending so much time on it...

keep em coming
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Old 09-01-2008, 04:31 AM   #15 (permalink)
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Ok url for maps works now. Thanks for the feedback. Yea I am not going to spend any more time on this one but I am going to start on some Pillars of a different style today or tomorrow and I will work a lot more on the textures this time as well.

Thanks again.
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Old 09-08-2008, 06:13 AM   #16 (permalink)
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Hey, I have been trying out a few ideas for barricades and here is the first idea I have been trying out. Let me know what you think. I was inspired a lot after I played through a bit of Resistance on PS3 as it has LOADS of them.

Doing a lot of mapping at the moment but I would like to get at least one model out a week.

ImageShack - Hosting :: blockcade1go9.jpg

ImageShack - Hosting :: blockcade2mj8.jpg

ImageShack - Hosting :: blockcadewireframezo9.jpg

EDIT: Sorry about links but I can't post direct images for some reason.
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Old 09-08-2008, 09:55 AM   #17 (permalink)
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hey mat. for barricades, make sure they suit the environment they are going into. if there is no provision for why the barricades are there in the visual story of your level, leave them out and use more generic and available stuff.
second off, try throwing a skylight into your wip renders, make the background grey, etc, so it is more clear what we are seeing.
not sure if you have seen this tut; but it is really good. CGSociety - The Top Ten Tips of Texturing
hope these help.
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Old 09-08-2008, 10:05 AM   #18 (permalink)
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Hey. Thanks for the comments yea that tutorial is great, it helped me out loads. I think I am going to go for a quite industrial feel to them when I texture them with the likes of blood running down the front of the spikes. If they go well I have ideas to build up a small scene with them but I will get these done first.
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Old 09-18-2008, 05:37 PM   #19 (permalink)
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This should have been done and posted a lot sooner but here it is. It’s rendered out in Unreal and only has a diffuse at the moment but I made a specular map with a few nods in the unreal editor for now.

Some of the blood needs fixed up etc but I am going to finish it tomorrow and move on. I took a basic metal texture and played about with levels and added some dirt around the bottom, some of the smaller parts are going to need more detail as well to make them look a bit more different. I will be posting my current map this week as well.



Maps
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Old 09-20-2008, 09:42 AM   #20 (permalink)
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Blood definitely needs some work. I accidentally hit an injury on my face yesterday, and I can tell you, blood looks a LOT redder, and much more thick. Blood shouldn't look like water. It should be more like paint, it stains you know.

Hm.. this post makes me sound like a psychopath or something. Oo
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