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Old 18-08-2008, 10:59 AM   #11 (permalink)
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Well... now my entry...

I also started by looking for textures (on [CG Textures] - The worlds largest free texture site)... found some for that challenge... than opened the *.obj in blender... than saved a UV Layout to use an external image editor to arrange the textures... also used some of the 120min to look for tutorials for blender

than rendered the AO and mixed it in photoshop to the colormap... than extracted the specular map out of the color map...

than I looked for a program which create normal maps (for mac os x) from grayscale images... found this one (NMG)

Applied all into blender and rendered it... than some postwork in photoshop and now back here

I hope you like it... my first real textured model, because I normally only model things


To the entries:
Tiros: nice, clean textures... but something is missing... we need dirt
Fleistad: wow... bumpy but I like how you mapped the tube ring on the top
Slip: the render is a little bit to dark, but also like your textures

[EDIT]Added a brighter render of my textured well [/EDIT]

best regards
Allan
Attached Images
File Type: jpg well_maps.jpg (102.5 KB, 41 views)
File Type: jpg well_entry_brighter.jpg (119.1 KB, 508 views)

Last edited by alonzo; 19-08-2008 at 10:31 AM.
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Old 18-08-2008, 11:58 AM   #12 (permalink)
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Alonzo: Blame it all on the well-maid.. she keeps cleaning it

On the more serious part though, I like the greek style you gave it.. atleast I think it's greek? But your renders were also a tad dark.. might just be my screen perhaps.. but I'd like to see a more well-lit render with some contrast in there aswell (shadows that is).

Cheers!
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Old 18-08-2008, 01:10 PM   #13 (permalink)
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Once again my awfull entry gets skipped in critics...
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Old 18-08-2008, 01:22 PM   #14 (permalink)
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TheCorey: Aye, that's cause we don't want to sound mean

Heh, no, seriously mate, that was a joke. It happens sometimes though that not everyone gets crits.. and seems you were one of those this time. But not anymore.

Actually I think you did a good job on it, and I like the diffuse. The only thing I see that could be improved at the moment would be fixing up the speccmap a little, the wood and concrete'ish parts shouldn't be so white, instead they should be pretty dark and contrasty.

And the normals are looking a bit odd.. those white-blue'ish areas that is

Also, decreasing the strenght of the normals would prolly be a good idea. But allover I think you did a good job on this one mate

Cheers!
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Old 18-08-2008, 01:23 PM   #15 (permalink)
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@TheCorey: it doesn't mean its awful, if it gets no critic but... only one thing don't match correctly... the roof top egde has some black lines, which shouldn't be there... if you look at the top...

@Tiros: well... you would like to see it brighter... hmm... don't know how to render it, that it still looks good... need some practise with blender but I will try to render a better picture for you
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Old 18-08-2008, 01:25 PM   #16 (permalink)
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Quote:
Originally Posted by TheCorey View Post
Once again my awfull entry gets skipped in critics...
I have some crits if you want them

1. it looks old so it should have mold, moss and dirt
2. normals could be deeper, like the rock
3. over all the image is too bright
4. does not look like you have used an AO bake this would help the piece out alot
5. the end peice of would dont have rings like they should, you should not just put a normal wood texture on the end but use a texture of a wood end.
6. tiles on the roof would look better if they went all the way down instead of having a bit of wood at the bottom.

Hope some of that help you, if you want more crit then just ask! ^_^
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Old 18-08-2008, 01:37 PM   #17 (permalink)
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Thanks for the critics!

Everyone is always telling me to render an AO map. Now I know AO stands for ambient occlusion. But I'm not sure how to render one, or use it.

I'll keep the other critics in mind cause I think I might enter another time.

btw, does anyone know a good alternate way to make normal maps. Since crazy bump has gone commercial my normal maps look hopeless
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Old 18-08-2008, 01:47 PM   #18 (permalink)
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TheCorey, i learn to do it using the one of the articals here on GA, here the link.

Game Artist - Bake AO maps with 3dsmax' Light Tracer
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Old 18-08-2008, 03:48 PM   #19 (permalink)
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Loving Fleistad style .
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Old 18-08-2008, 04:08 PM   #20 (permalink)
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Quote:
Originally Posted by Tiros View Post
Slip: It looks what you've editied is mainly the colours and contrast of the textures, as right now they almost look purely photo-referenced. I'd work a bit more on getting original detail in there

I'm not sure how new you are to speedtexturing.. but if you're completely new, then in that case it was a very good entry.. but I'd still work on the details.

/Edit: Sorry, just had a look at the maps and found out it actually got quite a lot of detail. I think you may want to enhance it in the normals and make sure you get a proper lighting setup to bring them forward though

Cheers!
Thanks for the crits Tiros. How do I go about a proper lighting set up? Also is it too late to make changes to the render?
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