Forums Aritcles
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Challenges > Speed Texturing
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack (2) Thread Tools Display Modes
Old 11-11-2007, 05:19 AM   2 links from elsewhere to this Post. Click to view. #1 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,482 - 359
STC#2 - November 11 - November 18 - Doors, Clean vs Dirt

doylle is offline   Reply With Quote
Old 11-11-2007, 05:38 AM   #2 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,482 - 359




Making of:

Since we have to make a clean and a dirty version, i started with the clean version and used that as a base for my dirty version. (make's sence). I looked around on the internet for a while, looking at doors, and decided that i wanted one of those green woden ones.

Step 1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 7


Step 1: I basicly began with the color i had in mind, filled a while new layer with it, and played with the dodge tool for a bit...

Step 2: Although this was my clean door, i still wanted to add some dirt and decay, just to make it look interesting. For this I used some photosourced overlay's, which i took from CG textures (thank god for that site!). I also started the metal plate on the door.

Step 3: Time for the AO map (which i probably should've done in step 1 actually). The metal plate looked to clean to, so i gave that a separate overlay to suggest small details on the metal. I also started with the woden plates, which are completely photosourced

Step 4: I added some small details here and there, the two logo's, and last but not least, i copy the entire texture (copy merged), and i did a "sharpen mask" pass on that image. This will filter out all the blury parts, and is in my oppion one of the most important steps that people forget when they are making textures...

Step 5: Now time to make it dirty! I removed the sharpen pass, and added a big overlay that goes from the bottom to the top. I also added some additional logo's/graffiti, which are great to make it look aged...

Step 6: I added some subtle details, and of course peeling paint, which uncovers the wood texture underneath. Now, to give the paint thickness, i gave the paint-layer an "outer glow" effect, 1px, black, about 75%. This creates that black border you see around the paint, which is great to add depth to your texture.

Step 7: Almost done. It was all still to clean imo, so I added another photosourced overlay from bottom to top. And don't forget, the sharpen mask pass


I make speculars trough the whole proces. The only way to test if a highlight is going to work right is if you can test it with a specular map, so for every step i make a quick specular map, which also grows while i'm working on my texture. Basicly i add one brightness/contrast adjustment layer, and a hue/stat adjustment layer. When i see that one of the parts is to bright/dark, i remove that form the original b/c adjustment layer, and ad a new one for that selection...

There's one thing left i can show you, and that's my layerstack, which i slightly bigger than the one from the last STC

LayerStack

That's it...

Last edited by doylle; 11-14-2007 at 02:53 AM.
doylle is offline   Reply With Quote
Old 11-11-2007, 12:27 PM   #3 (permalink)
Senior Artist
Fleistad's Avatar
Winner of Speed Texturing Winner of Speed Modeling 
Fleistad's User Activity: 1/10
180 - 16




Making of/How to.
I started out by first making the simple base model for this door. Just a simple box that needed to be unwrapped.
After finishing the box, I added some details to a plane that had the same dimensions as the box, so that I could project some geometry onto the box and export a normal map.
The texturing could now begin.

The first thing I did was to prepare a basic wood texture, I then proceeded to slice the wood texture up into smaller pieces to build up the same plank layout that I had modelled at the beginning.
Adding paint to the texture wasn’t really a complicated operation. Simply explained, the whole operation consisted of overlaying a greyscale version of the wood texture onto a simple, bright and desaturated cloud layer.
To add some slight wear to the clean and newer version of the door, I started deleting parts of the paint layer where the paint would have been most likely to see some wear, using the eraser tool and my wacom tablet.
After finishing up the clean version, I started doing the handle. Now, I wanted to keep the base model as simple as possible, so a decision was made to texture a simple "sliding door" style handle and later include it in the normal map to make it look a tad less flat.

And now for my favourite part of making this door, the aging process.
I must admit that aging the door actually turned out to be a lot easier than I first thought it would be.
Since I already had a wooden layer underneath the paint layer, I could simply make a duplicate copy of the paint layer, hide it for a minute, and while having all the paint layers hidden, I selected the darkest parts of the wood texture using "select, colour range"
When I finally was happy with my selection, I made the paint layer visible again and deleted the selected parts from the paint layer. By repeating this process a couple of times on multiple layers, I was finally able to achieve the worn down old and crackled look I was after.
The last thing I did before declaring the dirty and old version finished was to modify the handle with some rust.

The normal map for this texture was made up using 3 different normal maps and combining them into one.
The maps were: The basic geometry that I projected onto a normal map at the beginning of this texturing session, the handle and a very faint normal map generated from the base wood texture. All normal maps except the first one was made using CrazyBump.

As for the specular maps, well, those are simply tweaked versions of the diffuse textures. :P


This was certainly a fun texturing session, and I'll probably come back with a second entry later.
Fleistad is offline   Reply With Quote
Old 11-11-2007, 12:51 PM   #4 (permalink)
Game-Artist.Net Founder
requiem2d's Avatar
Winner of Speed Texturing 
requiem2d's User Activity: 0/10
2,208 - 309
Good job both of you, keep them coming everybody. This is great practice !
__________________

requiem2d is offline   Reply With Quote
Old 11-11-2007, 07:20 PM   #5 (permalink)
Elderly Artist
showNOmercy's Avatar
Winner of Speed Modeling 
showNOmercy's User Activity: 2/10
262 - 33
When you say we can use a simple model for the texture, what did you mean by that exactly? Should we keep it under a certain poly count? I figured the display model for the texture won't go beyond 100 tris is this ok?
showNOmercy is offline   Reply With Quote
Old 11-12-2007, 01:58 AM   #6 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,482 - 359
Quote:
Originally Posted by showNOmercy View Post
When you say we can use a simple model for the texture, what did you mean by that exactly? Should we keep it under a certain poly count? I figured the display model for the texture won't go beyond 100 tris is this ok?
Well, polycount doesn't realy matter here, but if you are working longer than 15 minutes on your model then you're probably putting to much detail in it. (at least for this comp)
doylle is offline   Reply With Quote
Old 11-12-2007, 09:40 PM   #7 (permalink)
Senior Artist
sgv3dmax's Avatar
sgv3dmax's User Activity: 0/10
145 - 4
Is it allowed to use any support for the door. IMO some doors look good with a portion of the supporting wall (only a small bit).
__________________
I love Halflife
my web site
sgv3dmax is offline   Reply With Quote
Old 11-14-2007, 01:58 AM   #8 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,482 - 359
Yes you can, but keep in mind that the focus is on the door texture, so don't bother texturing the extra parts you model...

come on people, show us what you got!

/Edit: I also updated my first post, added my workflow, which looks a bit like Fleistads workflow realy...

Last edited by doylle; 11-14-2007 at 02:56 AM.
doylle is offline   Reply With Quote
Old 11-14-2007, 02:59 AM   #9 (permalink)
Amateur Artist
Vamediah's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling 
Vamediah's User Activity: 1/10
200 - 17
very nice work . i like how people are more detailed in their descriptions in this contest, i hope that wont wither away. Its a shame that the speed modeling competition doesn't have process descriptions of this caliber
Vamediah is offline   Reply With Quote
Old 11-14-2007, 12:28 PM   #10 (permalink)
Freelance Artist
rek0's Avatar
2nd Place 
rek0's User Activity: 0/10
88 - 8
I like what I see so far. I might join in
__________________
David Shearer - Concept Artist - 3D Modeler - Designer davidtheartist@gmail.com
www.bestofthebeast.com
rek0 is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes


LinkBacks (?)
LinkBack to this Thread: http://www.game-artist.net/forums/speed-texturing/3855-stc-2-november-11-november-18-doors-clean-vs-dirt.html
Posted By For Type Date
digital arts & entertainment: :: Onderwerp bekijken - [Opdracht 5 : Texturing] This thread Refback 11-25-2007 10:03 AM
digital arts & entertainment: :: Onderwerp bekijken - [Opdracht 5 : Texturing] This thread Refback 11-17-2007 11:21 AM


All times are GMT -5. The time now is 04:53 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net