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Old 04-30-2007, 07:09 PM   #71 (permalink)
Industry Artist
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155 - 2
Awesome job mate, I dont really think it needs anything else anyway. Great textures, nice model, interesting concept. Nothing else to say!
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Old 05-01-2007, 06:13 AM   #72 (permalink)
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Very nice work man, it has really come along from the start. Your finished product is beautiful, congrats
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Old 05-01-2007, 07:27 AM   #73 (permalink)
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great stuff! very, very cool design.
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Old 05-01-2007, 03:26 PM   #74 (permalink)
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It's all been said already buddy, nice design and nice texturing too

GL
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Old 05-01-2007, 03:54 PM   #75 (permalink)
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Dude you like have to tell us how you made that texture... my textures are never that sharp
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Old 05-02-2007, 04:31 AM   #76 (permalink)
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sweet entry.
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Old 05-04-2007, 04:07 AM   #77 (permalink)
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I am happy you like it .

Kikialex: I will write more about texture after weekend.
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Old 05-06-2007, 07:44 AM   #78 (permalink)
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Small story about texture making:

I have made this texture to look good in game, not only on beauty render. It is easy to use stock image as texture and make wonderfull rendering with global illumination and shadows, but game engines do not support selfshadowing and GI . Our texture should be made the way, that will help show all details of our model in simple OpenGL view. This is why I have used baked ambient occlussion and spent a lot of time on painting edges of all sharp elements (for example gun).

I have painted almost all texture from scratch. Only reflectors and wheel sides where textured with photos, that I have made specially for this car. I have rescaled them and repainted to make them look good with other parts.





Here I show how body metal texture has been made. I have used multiple layers in Photoshop to make it look good. Every stage uses its own layer. Some of them are multiplayed or use opacity lower than 100%.

I have started with baked ambient occlusion. I have used Levels in Photoshop to make more bright and repainted in some places.


Next goes base color multiplayed with AO.


Now I have added noise and painted door and window shapes.


Next I have painted rust spots with 1 pixel brush and few shades of red and brown. All spots are located near edges of doors or wheel covers. I have also added some scratches in dark gray color and bigger spots of rust.


Here is rust layer on white background.


Next I have darkened it with bigger brush and dark gray color. This layer has been multiplayed with some opacity.


Here is dark layer on white background.


Next I have painted some lights with light blue-gray color. All this has been erased with random lines and scratches with 1 pixel brush.


Here is light layer on black background.


And final stage. I have added white signs and painted some parts with dust-earth light color to make it look dusty.


And small note about painting and uv mapping edges.
As I have mentioned before game engines need some help with texture to show our model the best way. I have used special technique to make my gun look good. It is very usefull for all boxes etc. As you can see on enclosed picture it uses very small texture, but I want it to look good even from short distance. It is very dark and without good texture we can easily loose all details.

To make it look good I have made special uv map. All points of box parts where mapped in this way, that they have u and v coordintes = x.5 (where x is any natural number). On the left there are screenshots of uv part with 1 pixel grid. Next I have painted all edges with 1 pixel brush (scratching them) on new layer and changed opacity, to make it look good. In this way all edges are outlined with lighter color. It helps gun to look good even from close distance. We can easily notice all parts. Without this edges it will look like dark spot without any details.



This outline technique can be also used with darker edges. Like on this gun shield or on hatches.


Hope it was usefull for You in any way .

Last edited by sethodie; 05-06-2007 at 07:49 AM.
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Old 05-06-2007, 11:11 AM   #79 (permalink)
Industry Artist
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Nice one sethodie. Some interesting stuff there - simple but very effective. Personally I think stefan's entry overall was the best quality in terms of design and finish, but your texturing alone made you a real contender. I'm reworking the textures on my truck, and no doubt your tips will come in use, cheers.
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Old 05-06-2007, 12:44 PM   #80 (permalink)
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Hey Seth, the outline thingy is very interesting, but do you (or someone else) know if setting those .5 coordinates is done easily in Max ?
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