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#1 (permalink) |
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Multi-Award Winner
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STC #22 - August 17 - August 24 - Well
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#4 (permalink) |
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Multi-Award Winner
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Aye, but before someone posts "There's no bucket in there!" I'd just like to add that I tried to cut down a bit on the details as it'll be a bit tough to keep the limit even as it is
![]() (Merged the posts) ________________ Ah well, guess I'll have to be the one to kickstart this competition aswell then. (Hopefully atleast) I got to say this was actually a rather hard one, and I'm not really content with my texture, nor is it finished.. the metal part is pretty much just the standard sponged base, and the wood needs some more work.. ![]() Maps I guess the time-limit might be alright as it is, as I wasted pretty much the first hour with making the stone texture perfectly tilable and painting a heightmap for it.. But I'd like to hear others opinion on it, and I could increase the time given for the comp. ![]() Forgot to tell how I did it.. although I went with a rather simple approach. Started out by finding a nice brick texture and made it tilable with the help of the clone stamp and healing spot brush. Painted a heightmap for the brick texture. Panicked as almost an hour had already passed and went on to quickly throwing in the small bricks for the top ring. And added moss and dirt. Moved on to the wood, added a base and then grain going in the proper direction for each piece. Not much more to say really other than that I ran out of time soon after ![]() Cheers!
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 18-08-2008 at 09:03 AM. Reason: Wrote 90 min. instead of 120 |
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#5 (permalink) |
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Freelancer
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pretty cool TIros, I would just add more dirty to the "roof" and to the base wood part. other than that its a pretty nice texture as aways mate!
![]() btw, tiros, can I post the texture work in my blog? of course taht I´m going to give you all the credits by the model. |
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#6 (permalink) |
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Senior Member
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![]() Sheets. I started out with laying down the stone textures. These were made using a texture base from cgtextures, and later tiled in Photoshop. After getting the look that I wanted on the stone textures, I added a layer of moss to it. When I was done with the stone textures, I moved over to texturing the wooden parts. I already had a tiled base on my hard drive, so this was all a matter of chopping up the base and applying it to the different parts of the UVs. Following the wood textures, I moved over to the roof tiles. This was probably what took the most time out of all the different parts, as I had to get creative with the clone tool to add edges to all the tiles that met the edges of the model. At this point, I rendered out an AO map and applied it to my textures. The normal map were made in several parts using CrazyBump. Making the normals for the stones was the most challenging part, as I had a hard time getting the look I was after. But I finally came up with a method of getting the look after some tinkering with the settings in CB. Mainly taking advantage of the noise reduction slider to simplify the map and getting more defined edges as opposed to the standard noisy map with too much detail. (Yes, there is such a thing, believe it or not :P) Almost same story with the specular. Chopped my diffuse up in different parts and went to town with the levels tool and the hue/saturation tool. |
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#8 (permalink) |
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Amateur Artist
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I'm not too happy with this, the colors seem iffy to me.
![]() Texture sheets: http://img529.imageshack.us/img529/2506/wellmapsic9.jpg It's made entirely from heavily modified photo textures and an AO overlay. I spent most of the time tweaking or editing the photo textures until I got something I liked. I didn't have enough time to do the turn and crank thing so I just left it as a blank metal. Last edited by Slip; 18-08-2008 at 09:41 PM. |
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#9 (permalink) |
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Multi-Award Winner
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Funkdelic: Thanks for the crits mate.. personally, I'd just have swapped the roof to something else
![]() And yeap, you may put it on your portfolio.. And I'm not really too pecky with the proper model credits part, studios might be tho ![]() Fleistad: It's a very nice entry as always Fleistad.. makes me want to have another go at this ![]() Personally, for this piece I'd have added weak highlights to the edges to make them look a bit less sharp. And the stone-texture does look kinda good, but a bit too blobby in comparison with the rest of the model. Other than that, it's a great job though mate ![]() 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!
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- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#10 (permalink) |
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Amateur Artist
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![]() Maps Workflow: I just used some photo's from CGtextures as base. Then I added extra detail by making a new layer with moss and setting it on overlay. I brushed away some parts I didn't need, so that the moss only showed at the sides. For the normal map I just used the normalmap filter. I don't think it came out very well but I don't have Crazy bump anymore... I miss my Crazybump ![]() For the specular I just desurated the Diffuse map and made certainly parts light and contrastyer. Last edited by TheCorey; 18-08-2008 at 08:27 AM. |
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