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#23 (permalink) | |
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Founder of Statspaddling
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Hmm, nice work on those sign mates, can't find a single thing to crit.. well, Doylle, you might want to reduce the opacity of the cracks.. but, nothing important I guess. And Fabodian, you could prolly reduce the saturation and add a bit more subtle grunge to the signs, but the metal poles were really neat
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![]() However, I'm quite suprised.. That Belgian seem to have such a similar grammar.. Which made me read that sentence master_f wrote as easily as it were written in Swedish: "I come from Sint-Amands berg, Gent. But now I live in Groningen, Netherlands." Right? ![]() Cheers
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#24 (permalink) |
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Game-Artist.net Admin
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Makes sense.
. Thing is, people in belgium are always laughing with the dialect we speak in this region. They even put subtitles whenever someone of West-Flanders is on TV, it's that bad. So basicly i wrote the text in our dialect. Doesn't realy look all that different, but the pronunciation is. And knowing that half of belgium speaks french, and the other half dutch makes it even more funny ![]() but enough about belgian dialects and funy road signs... let's get texturing ![]() |
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#25 (permalink) |
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Senior Artist
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Dirty Jersey
![]() ![]() I started with flat colors, overlayed some texture effects on the layers as well as using the inner glow effect for the lit up part of the sign. Didn't get a chance to do a normal map though 89 minLast edited by Androidtool; 04-01-2008 at 12:38 PM. |
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#26 (permalink) |
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Amateur Artist
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my entry
made the base plastic first, added the blue part, added text, then made the metal part with the sponge filter, added dirt with brushes, made the spec and the normal. ![]() diffuse: http://svelle.sv.funpic.de/video/f661581.jpg norm: http://svelle.sv.funpic.de/video/0302528.jpg spec: http://svelle.sv.funpic.de/video/10e3820.jpg |
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#27 (permalink) |
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Senior Artist
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![]() ![]() First I re-unwrapped the model because the existing uv's were laid out in such a manner that some of the uv shells were upside down which made it hard to paint. This became apparent as soon as I added text. This was followed by baking the AO and exporting the new uv map to Photoshop. Then I hopped on over to my favorite free online texture library, CG-Textures, and downloaded the following textures: rust drips, rusty metal, and flaky painted metal. I used the rust drips as the base texture and the other two as multiply layers. I used the rubber stamp tool to get rid of the lettering and the weld marks. I added my own text (Game-Artist.net) and set this layer to Overlay @ 85% opacity. To make the text look flaked and heavily rusted through, I hid the text layer, then used the Color Range tool to select the heavily rusted areas (set Fuzziness to 38), unhid and selected the text layer, and hit delete. The bolts I copied from the 'flaky painted metal' texture. To top it off, I added a Hue/Saturation and a Levels adjustment layer and set the AO layer to Multiply. I used 3 textures total: diffuse, spec, and normal (all @ 1024 x 1024). I didn't add the normal map to my entry because it was so faint that you couldn't even see any normal detail. Happy texturing everyone! Last edited by latinmessiah; 04-04-2008 at 02:38 PM. |
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#29 (permalink) |
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Programmer
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latinmessiah: I like what u did
. Maybe just a littlebit too rusty, but I like it. I don't know if you used normalmaps (don't think so) but I think it would look awsome with a normal map ![]() Good job! |
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| The Following User Says Thank You to TheoLogic For This Useful Post: |
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#30 (permalink) |
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Senior Artist
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I did add a normal map, but I set the bump on it very low, just enough to get small specs of highlights. I figure the diffuse is noisy enough and already suggests light and shadow, although it won't be dynamic. If it were being used in-game, I would definitely crank the bump on the normals. Thanks for the input, TheoLogic!
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LinkBack to this Thread: http://www.game-artist.net/forums/speed-texturing/5090-stc-12-march-30-april-6-road-signs.html
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| Contact Info | This thread | Refback | 04-20-2008 10:17 PM | |