|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 48
- 1
|
Competition #9 - Salohcin
Here's a WiP of my first texture. The door is the breaker and the rest is the tiling one.
![]() I'm basically just going for a sort of big bad evil dude's underground fortress sort of place. As always, open to critique, but keep in mind that I'm fairly new to texturing. |
|
|
|
|
#7 (permalink) |
|
Senior Member
|
Photosourced overlays for a bit of friendly noise.
See this thread on how to make a tiling texture from photographs: http://www.game-artist.net/forums/sh...xture+tutorial Experiment with opacity, brightness, contrast and saturation. You can blend a mixture together, for example you might want a different effect on the bottom section, filters can be quite cool for metallic surfaces. Use layer-masks to vary the opacity of the texture, same rule applies in any alpha map - light emphasizes (white for solid solid in this case) and dark dulls (transparent). |
|
|
|
|
#8 (permalink) |
|
Industry Artist
|
I agree with Pankaka, the textures could definitly use some extra detail. Becouse as for now you have some basic colored shapes, and one can assume that they are metal, but you can't realy tell that by looking at them. Some rust, highlighted edges, etc will definitly help here...
Good luck |
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |