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#53 (permalink) |
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Multi-Award Winner
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Titus: Overall, this is apretty good piece. Although the wood could've used a bit more work in places. For example, adding weak higlights to the wooden edges adds quite a lot imo.
It would also have been nice to see some more detail on the wooden roof, as right now it looks a bit uniform, and it also got two odd bright stripes running along it. And for the ends of the roof, they look more like a continuation rather than ends ![]() Then there's the top-tiles on the roof, I'm not quite sure what material it's made out of, either be it rusty metal or more brown/redish wood. Might want to improve the material-definition on that one. Then finally, the tiled stones on the upper ring of the well itself got a black edge running along the edge, which kinda looks a bit odd and out of place. Other than that, you did a good job though. DrLenny: The main problem I see with these textures are that they look a bit bland and uncontrasty allover, the wood was pretty good, but the roof is rather plain and looks a bit flat. The tiles also continue down over the edge of the roof which it really shouldn't ![]() Then there's the stonework, I pretty much can't see it, it's really dark and black, like it'd have been the inside of a chimney :/ The wood could also have used a slight more edge-definition, but the somewhat plain textures is what lets this entry down the most. [hp]: First thing that struck me with this entry is that you have a very good use of normals on the stonework, excellent job on those ![]() Except from one thing though, but not sure if it's the normals or not.. you got a black edge running along the stone-tiles just as with DrLenny's entry. You might also have wanted to add a shadow to the well to define the transition between the top stone-tiles and lower bricks. For the wood, the normals were a bit too strong on them, which made it looks a bit blobby and odd in some places. And the moss on the roof, it's a nice touch, but you could've prolly faded it out in places in order to not get such an even distribution and then have toned down the saturation. Cheers!
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#54 (permalink) |
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New Member
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hello everyone! here is mine:
![]() technically it is captured from "Blender Apricot" interactive viewport. This is the first time I use it and I don't know yet where to put the specular map. The left one is with just diffuse, and the right one is with lights and GLSL activated. too short for me to edit smoothing group as you would probably notice.
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http://www.flickr.com/photos/livingmesh/show/ Last edited by BenFlex; 22-08-2008 at 08:55 AM. |
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#55 (permalink) |
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Game Art Student
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Ok, here's my well. It's mossy and kinda wet.
There's nothing fancy about my workflow this time around either. Grab some nice photos, mess 'em up in photoshop, turn the result into a spec map and a height map, run the height map through crazybump to get a normal map and voilà. Didn't have time to fix the normal map, which is why it's a bit funky in some places. ![]() Maps |
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#56 (permalink) |
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Amateur Artist
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My entry, this time with a wow-cartoon style.
At first I bake the oclussion map and use it as base, then create another layer to colorize, starting with basic colors and drawing more complex until finish. This texturing way is like creating an ilustration. ![]() http://img156.imageshack.us/img156/116/difussejl4.jpg
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Last edited by Daelon; 22-08-2008 at 06:07 PM. |
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#57 (permalink) |
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Game Art Student
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here we go - an entry even though $1 says tiros wins it was good practice but
i only took about 60 minutes ![]() Maps baked ao. just used image sourcing from cgtextures/my own pictures, then i just laid it out, made it vary with some variation, overlay textures etc...
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE Last edited by sampson; 23-08-2008 at 08:01 PM. |
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#58 (permalink) | |
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Multi-Award Winner
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Great entries guys!
![]() Quote:
![]() Cheers!
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#59 (permalink) |
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New Member
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Well Darkbox
Hi, this is my first contribution in this forum. To do it i use multiple tipe of brushes, painting with photoshop in several layers, first base color then shadows and at last lights, i hope you like it.
![]() Last edited by Darkbox; 23-08-2008 at 02:11 PM. |
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#60 (permalink) |
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New Member
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My work--SPC-22 (Well)
HI
just check my work hope i am not to late to submit.. well i was busy in office work..hope u like it.... ![]() ![]() Beauty render ImageShack - Hosting :: beautyrenderzv1.jpg Maps Details ImageShack - Hosting :: mapdetailssp5.jpg I started with a basic texturing then took those textures look towards dirt and tried to bring a old well feeling... Hope u like it..... Rahul Kulshrestha Last edited by rahulkul2003; 24-08-2008 at 04:36 AM. Reason: maps and beauty render not submited |
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