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#11 (permalink) |
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Freelancer
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Docdolittle: Is it in lit mode? In that case it's horribly strange, you didn't add a skylight, did you?
![]() Holidaybb: for me to allow your entry you must submit your maps and include amount of time spent texturing in your submission. Also, rendering your submission will get you disqualified, please read the banner ![]() As for tips on texturing, it looks like you just slapped some images on there. Luckily I just wrote a tutorial on how to create a neat base-texture, it might help you out a bit. Alhough, if you're new to texturing, there might be some steps which may seem unclear. In that case just ask. It's much better to start off with a clean base and adding details from there, also have a look at peoples maps every now and then to see how they did it ![]() ____________________ Figured I'd write up a short tutorial on how to create a nice metal base.. But as with all my tutorials they end up being 5000% longer than they should ![]() In case anyone's interested though, then here it is. And I really do reccomend it, imo it worked really well ![]() http://img199.imageshack.us/img199/5456/metalbase.jpg
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 17-05-2009 at 10:22 PM. |
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#13 (permalink) |
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New Member
![]() 17
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Still needs work on the handle...but I ran out of time! Oh well, this was fun.
![]() Maps I probably overgrundgified it.. ![]()
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Josh Williams - Portfolio |
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#16 (permalink) |
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Senior Member
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Might give this one a go, just for fun!
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Hélder Pinto ~ Level Artist |
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#18 (permalink) |
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Senior Member
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Awesome entry Tiros, congrats! also, thanks for that small tut, very informative!
Anyways, here's mine, nothing special.. ![]() ![]() I did a quick high poly, baked in xnormal, made a very quick difuse and specular. Specular is very poor imo, it could be alot better but it was what I managed to do within the given time.
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Hélder Pinto ~ Level Artist |
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#19 (permalink) |
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New Member
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Hi everyone! This is my first post and wanted to try this challenge because I really wanted to better my texturing skills; I knew coming to this forum would do so.
When I first saw the sledgehammer, I knew right away of what texture to utilize quickly as a rough sketch, then touch it up using Adobe Photoshop. After editing the texture, I took it over zBrush to do a quick sculpt of some cracks and dings. I also found an alpha I made a while back and put that on the sides of the hammer to make this into some dwarven weapon or tool instead of the current construction-esque submissions. Unfortunately, I used up too too much of my time on this (I thought 90 min. was long, but it wasn't!) and quickly made a normal map out of it using xNormal. Back in Photoshop, I overlayed the diffuse and normals to locate the bumps I made from zBrush and added dirt, scratches, blood stains, and what not. Finally, I did the spec map and took a screen shot from Maya's viewport. I wanted to fix my handle at the bottom but had no time to do so. I would love to hear some C&C on this so I know how to improve time management and graphical skills in the future. THANKS! ![]() Maps |
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#20 (permalink) |
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Freelancer
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Hi, this is my entry, pretty fun one, I messed up with the image ratio and find out when I finnished and looked at the other entrys, oh well...
Textures from cgtextures, Normal map with nvidia ps plugin and screengrab from marmoset ![]() Maps Last edited by phalogore3d; 19-05-2009 at 11:52 PM. Reason: put the wrong link for the maps |
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