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#1 (permalink) |
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Frequenter
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Stefan Morrell - Environments in X,Y,Z
hey guys..I've been wanting to start a 3d sketchbook thread for a while so here goes
.this will mostly be filled with environment assetsplease feel free to C&C most of these are made for the fun of it starting with a screenshot from cryengine2 of an urban environment I setup a few months ago. Cheers Stefan ![]() ![]() ![]()
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-Spotlight Article-Hard Surface Texture Painting- |
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#3 (permalink) |
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Senior Member
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Maybe a little, in the textured image the broken plaster looks a little bit like tears in cloth or rotten wallpaper, it's probably down do the surface of the plaster being so uneven and lumpy, did you overlay the plaster detail in PS a couple of times to make it stronger? It could be that. I'll be damned if your environment isn't looking good though, lots of nice stuff. Eager to see more
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#5 (permalink) |
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Freelancer
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stefan..i hate you so much!! every inch of my skin hates you... you make my texturing seem terrible...
(even if half of hat i know about texturing i got from ur tutorial) i will be inflicting the pain of my pantsness regularly to check this though.. your a great inispiraton for environment art ![]()
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Available for FREELANCE work. PM for details. |
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#6 (permalink) |
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Game Art Student
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Ahh stefan good to have you here over at GA your environments have always inspired me
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#7 (permalink) |
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Freelancer
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As said, nice to have you here
![]() As for the sculpt, I'm curious, how do you go about sculpting those bricks etc. Do you use a texture applied to the object as reference, or just sculpt away and add the bricks later, matching it to the sculpt? And do you just go about sculpting normally, or any tricks to it? Masking etc? ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#8 (permalink) |
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Senior Member
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Aye. Joining the ranks of fans that'll no doubt fill this thread
![]() Your work is an absolute pleasure to look at. Please post more. Suprised to see you're using Max's vanilla UV editting tools without the Chuggnuts plugin ![]()
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Glynn Smith (Portfolio) |
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#9 (permalink) |
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Industry Artist
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Hey Stefan.
Environ is looking good.. are you planning to add any 'slush' to the snow at all? Resulting rising damp would work well on the brick wall to the right also seeing as its so close to the camera.. I look forward to your progress. Impressive stuff for a realtime screenshot. |
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#10 (permalink) |
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Frequenter
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thanks guys
![]() Xoliul..I agree,& I totaly suck at specular maps too,lol..something I'm trying to improve on brad-w..that was just a quick test using cryengines global snow shader,you can instantly have rain or snow applied to the whole your scene,if I were to focus on a snowy environment then yea..lots of snow clumps & other wintery features should be added. I was wondering,Does anyone know if UE3 has a feature like that "instant snow" ? glynnsmith..I do have those tools but I've never used them,are there any essential fetaures in there that I'm missing out on?the majority of my uv's are a generic flatten & then I stitch it all back together again anyway..quick update- I'm always making columns like this ,seems like an easy target for texture practice for the column above I made an alpha in photoshop,the brick is a saved pattern,I have color & height mapped versions saved as patterns so when I need some quick brickwork it's just a flood fill away. here's the alpha map,used as a mask in Zbrush ![]() here's another column & the mask made in photoshop,this was started as an entry for the cornered challenge but never got it finished: ![]() ![]() & another stonewall thing I'm playing with ![]()
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-Spotlight Article-Hard Surface Texture Painting- |
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