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#31 (permalink) |
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Senior Member
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I went a little over the time limit but I'll try harder to speed up next time. Had a really good time doing this guy though and look forwards to doing the next comp.
![]() ![]() Step 1: Use a high poly model (ish) to create a fake AO map. Step 2: Use a base metal texture with overlayed photos to create the main base Step 3: Add scratches Grunge and highlights finish the Clean Door Step 4: Add extra dirt and details such as news papers, graffiti and foot prints to add extra details and muck. Most layers where applied using overlays, soft light and multiply. |
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#32 (permalink) |
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Senior Member
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![]() ![]() Just for the heck of it. I can't exactly tell you how long it took me, because I went shopping, made dinner and ate it while I was doing it. ![]() The steps are quite easy: 1. Look at CGTextures for a cool door. 2. Create a highpoly. 3. Create a lowpoly. (A Box )4. Tweak the CGTextures photo a bit. 5. Create a specular with some adjustments layer and some handpainted tweaking as well as overlay textures. Yes, most of the work was done by CGTextures. -Insu PS: CGTextures is an awesome site! /edit: Forgot to say, that I used the NormalMap Plugin on the diffuse and put it as overlay on 50% ontop of the real normalmap.. Last edited by Insulaner; 17-11-2007 at 03:53 PM. |
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#33 (permalink) |
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New Member
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My entry looks so similar to Fleistad's i'm not going to post it. I couldn't come up with any decent interesting subject matter.
[edit] New Entry coming, even though it's late [/edit] Anybody know if it's possible to bake an AO pass from a normal map? Last edited by junkers_; 17-11-2007 at 10:03 PM. |
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#34 (permalink) |
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Freelancer
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I were planning to join this comp, and should be able to spare 2 hours working on it tomorrow, or well, "today" seeing as the clock is 00:52..
But I guess an extension wouldn't be possibe? ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#35 (permalink) |
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New Member
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Hi all
this is my ferst challenges :) I hope you guys like it I use photohsop for creating supecularmaps and Crazybump Beta for normalmap. Use blur filter and blending option for more effects. Time 90 minutes dors.jpgNormals from dors.JPGspecular dors.jpg Last edited by neti; 18-11-2007 at 07:08 AM. |
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#36 (permalink) |
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Amateur Artist
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![]() ![]() Making of: Well, I started out by drawing out a quick concept of the layout and basic elements like the window and grafitti. While making the layout in PS, I made a layer for each element so I could start filling it with a custom made grunge/metal pattern. When I was done with that, I used the dodge tool to give it a more 3d look and also creating some basic scratches and wear & tear. The grunge base was done quite quickly. The metal panel is a mix of the grunge pattern and a gradient with lowered contrast to give it a more shiny and flat look. The borders are also a mix of the grunge base and a image I found on CG Textures. The image was a metal seam with "bolts" in it. Now the signs and grafitti are also image based (CG textures). I grundged them up a bit and created two layers. One whole and dark sign, then another light and "destroyed" layer of the sign(s). The window is a mix of several layers. The first layer is the base with a bright element in it to give it a reflective look, then a image based window from CGtextures over it (the stripes). Also several layers to get the right tone and color. When it was all done, I simply added a gradient map and dodged it up a bit over all. Estimated Time: 1 hour. It was really all brush based, so it took quite a while. Hope you like it ![]() |
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#37 (permalink) | |
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Industry Artist
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Quote:
So long as you can get it in before Andrei gets up in the morning to put the poll together, it's cool. |
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#38 (permalink) |
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Game Art Student
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![]() ![]() Figured I could use some texture practice, and this looked like fun. The clean door is basically just a photo from cgtextures that I quickly cleaned up with the paint brush. The dirty door used this cleaned up version as a base. I used all kinds of scratch brushes, grunge opacity layers, graffiti, grunge brushes, etc. The normal maps were generated in CrazyBump, though I should have made a high-poly model . The specular maps were made by desaturating the diffuse maps and than playing with the brightness and contrast levels. I used all 120 minutes to finish. And that's pretty much it!
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http://www.jaredskold.com/ |
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#39 (permalink) |
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Senior Member
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I think this is a nice place to learn texturing. I started with an old metal door image i took in my camera some time ago. The door would look strange without the cement wall surrounding it. So, i had to spend some time on modeling. Took 120 minutes fully. Textures are 512 x 512.
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__________________
3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#40 (permalink) |
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Industry Artist
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Alot of new entries overnight, great work guys!
maybe something for next time, but try to stay away from photosourced textures for the STC's (i'm talking about the full diffuse texture, not photo overlays). For doors and windows this could work, but if you have to model props they usually don't allow you to use photosourced material so easy. If you hand paint your textures for the stc then i'm 100% sure you'll learn more. Nevertheless, there are some pretty cool entries with photosourced textures here! |
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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 | |