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#21 (permalink) |
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Freelancer
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new left old right... for those of you that cant figure it out :P
![]() texture flats ![]() basically i startd by making up a rough metal texture.. using the noise and soponge filters in photoshop. i then put on a colour.. green in this case. then did the black and yellow stripes. once id done that and put a bit of a rough normal map on it. i realised it needed more life. so i added dirt and scratches to the "new one" then took that as a platform and beat the hell out of it.. making the old one:P i could go into more detail over how i did the paint job on the old one.. if people want to know how i did it (although that doesnt really seem likely). |
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#25 (permalink) |
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Game Art Student
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Well i made something. It's a door :P
![]() How to make Well i basically got a base photo from the web, and worked my way up: curtains have simulated volume through manual drawing of white and black stripes, overlayed on the base tissue texture, gotten from the web. To add dirtiness i had very little time, but it was easy: between every two directories i placed a 'dirtiness' layer: torn apart the curtains, broke the glasses and got spots on the door. all through basic layer overplacing methods and using BW layers. used up full 120 mins, had to rush a bit the dirty version. Had fun, but I'm not happy with the result. Crits are greatly welcome! thanks in advance! Meckanic: You don't make it much evident that the door handle was damaged, i can barely see it like that, it won't contrast with the rest of the door... Nistrum: The old version doesn't look much different from the new one. other than that, nice work! Other people don't have crits cos i can't find anything obviously wrong. Sheets (Diffuse only, 256 X 512): Clean's diffuse Dirty's diffuse |
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#26 (permalink) | |
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Industry Artist
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Quote:
Means that it's always strong when painting normally, but if I brush really lightly I can still get a semi-transparent small scratch. |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#27 (permalink) |
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Frequenter
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Phew!
Here's my first try at speed texturing. I tend to be very slow and nit picking, which I want to improve on. ![]() ![]() ![]() I took to long on modeling the bastard, that's why I only have one version. Quick walkthrough: 1. fetched reference from cgtextures: http://www.harefort.com/ga_stc2_harefort_reference.jpg 2. roughly modelled the door (1.5 hours!) 3. normalmap + ambient occlusion -> photoshop 4. added a basic color and one for dirt 5. modified shading a bit to make frame and left door stand out a bit 6. added lots of grungy photos (quick and dirty due to lack of time) 7. used existing layers to create specularmap (in general more contrast and saturation) 8. rendered the door my layerstack: http://www.harefort.com/ga_stc2_harefort_layers.jpg I certainly overdid the modelling. Should've chosen a more simply reference to have more time for the photoshop part... edit: well actually this was supposed to be a wooden door, but with some tweaking, it makes a good gears of war style metal door: ![]() whatcha think? ![]() Last edited by harefort; 16-11-2007 at 07:04 PM. |
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#29 (permalink) |
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Industry Artist
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@ nistrum: I think you made some crutial mistakes in your texture, that you could fix with not to much trouble. First of all, desaturate the green. If you look at my doors, you'll see that the green very desaturated. If you use saturated colors, you'll usually get a more cartoony style, which you don't want in 90% of the cases. Never use black dirt. Dirt is never solid black, so best thing is to save the black in your texture for your AO map. Brown, dargreen, etc work alot better. Especially if you can get some veriation in your dirtmap. And last but not least, the render setup. I think many people underestimate the power of a good rendersetup. (good lighting, backgroundcolor that fits, Catmull-rom, etc). Your second specular map is very bright, but it doesn't show on the render. If you place a light or two you'll see the real specularmap in action...
@ Bobson: When i'm done with my complete texture, I "copy merged" (ctrl-Shift-c) my entire texture, i paste it in a new layer on top of my layer stack, and do Filter->Sharpen->Unsharp Mask. This will usually give it a tad more contrast, and filter out all the blury edges. If you have FF and you know how to use those tab pages you can toggle between the image of step 3 and 4 of my proces. It shows the difference very well @fabiodan: Never ever use "Bevel and emboss" (there are a few exceptions), it will give you entire texture this "photoshop style". If you want to create depth in your texture, then I suggest you fake AO to do this. Just give your layers an "outer glow" effect, color black, size 1px, oppacity from 50 to 75%, depending on the texture @ harefort: I love it. The normal and diffuse map look ace, but do check the specular though, it has to much contrast imo. It creates those very bright spots on your render, which don't realy make sence. If you could also work with the dodge tool on some of those edges on your spec map, it would definitly get that realistic look. NJ nonetheless Last edited by doylle; 17-11-2007 at 02:45 AM. |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#30 (permalink) |
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Amateur
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If there's anything I need to improve on it's my quality and efficiency in texturing.
![]() Just 2 diffuse maps, finished at just under 2 hours. ![]() ![]() ![]() I used a clouds then a sponge filter to create the metal base. I used a noise filter to create the outer rim. For the design on the window I defined a custom patterned from a box selection rotated 45 degrees to make a diamond, and used it to fill the space. For the dirty version I just duplicated the clean version and edited it. I erased part of the notice on the front and used the stroke layer style to give it a visible outline. The graffiti is just a warped font with stroke and inner glow layer styles. The general grunge was accomplished by fading a pattern via color burn in the layer styles. The dirty window bits and some of the metal details were done by scribbling in the appropriate areas and making liberal use of the despeckle filter. It doesn't seem like much progress for two hours of work, but I'm here to practice so that's kinda the point after all. |
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LinkBack to this Thread: http://www.game-artist.net/forums/speed-texturing-competition-archives/3855-stc-2-november-11-november-18-doors-clean-vs-dirt.html
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| Posted By | For | Type | Date | |
| digital arts & entertainment: :: Onderwerp bekijken - [Opdracht 5 : Texturing] | This thread | Refback | 25-11-2007 10:03 AM | |
| digital arts & entertainment: :: Onderwerp bekijken - [Opdracht 5 : Texturing] | This thread | Refback | 17-11-2007 11:21 AM | |