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 Thread Tools Display Modes
Old 04-14-2008, 03:09 PM   #11 (permalink)
Senior Artist
Fleistad's Avatar
Winner of Speed Modeling Winner of Speed Texturing 
Fleistad's User Activity: 1/10
180 - 16





Description:

I started out with composing a base texture from various bases from my own library and from cgtextures.com.
Next, I rendered out an ambient occlusion map to get some pre baked lighting thrown into the mix.
Using a render of the UV map as a reference, I started dodging and burning some highlights into the base texture. This helped define the shapes of the claymore a bit more.
I then proceeded to add the writing on the front of the mine.

I wanted this texture to have a sort of desert combat look to it, so I decided pretty early on to add some sand to the texture. This was done by carefully erasing parts of a sand texture, using my Wacom tablet and the colour selection tool in Photoshop. After deleting parts of the sand layer, I set the layer blend mode to Colour Burn and adjusted the Opacity a bit.

Next, I started adding some detail scratches to the edges of the model, using a 1px brush, the dodge tool and my Wacom. When using a tablet, this is a pretty quick job, so it wasn’t long before I started working on the “feet” of the mine.

The feet were textured using a Photoshop generated, standard “artistic sponge” metal base, which I later added some detail to using the same 1px brush method as described earlier, combined with an overlay texture from CGtextures.

The last thing on my todo list, was the specular and normal maps. These were both done using CrazyBump.
The normal map is made up of 3 different normal maps. The text, the screws for the top part of the mine, and the normals from the base texture. These were blended together in Photoshop.
Seeing as how I was beginning to run out of time, I generated the specular map using CrazyBump rather than using Photoshop, like I usually do.

It’s been a while since I skinned a piece of military hardware, so this was a fun one.
Fleistad is offline   Reply With Quote
Old 04-14-2008, 09:17 PM   #12 (permalink)
Artist
Cobalt's Avatar
Cobalt's User Activity: 0/10
82 - 3
STC #13 - Cobalts Entry

Render:

Textures:


First thing i did was bake a lightmap. Then i tried many many different base textures, and finally found one i liked. once i had that, i adjusted the color to my liking, and then added a few more detail overlay textures for scratch and running-down effects. then i painted some shadows in. the texture for the legs/stands is a combination of 5 metal textures at different opacities and blend modes.

i ran out of time before i could get to more of the details at top of the claymore. i also spent a bit too much time on the normal map (just testing different amounts), and then had almost no time for the spec map, so the spec map is a quickie unfortunately.

the diffuse and normal were done in photoshop, the spec map was done in crazybump.
Cobalt is offline   Reply With Quote
Old 04-14-2008, 11:14 PM   #13 (permalink)
Freelancer
DrLenny's Avatar
Winner of Speed Texturing 
DrLenny's User Activity: 2/10
31 - 2



Hey this is my first entry.
First I look for reference that would look good for the material and adjust the color to be more of a military green.
Work on detail mostly around the text area (mostly to get a rain drain stain from the letters that poke out a bit) and some on some other parts as well.
Then I took it to crazybump to make normal and specular maps and adjust it to my liken.


Overall I'm happy I just got to remember that 90 minutes is not that long.
DrLenny is offline   Reply With Quote
Old 04-15-2008, 12:41 AM   #14 (permalink)
Artist
[SHOCKWAVE]'s Avatar
[SHOCKWAVE]'s User Activity: 0/10
37 - 0
This is mine





Found a decent image map that looked the part for the cast caseing and applied it to the map.
Created the diffusion map and rendered it with surface baking camera. Applied the diff map and used it for the spec as well. Created a bump for the lettering and did the final render with perspective camera. Software used was Lightwave.
Maps used were Bump,Spec,Diffuse,Color and are 2048 x 2048.
__________________
Bleached are the bones of those on the beaches of destiny, who at the moment of success.....hesitated.
My Gallery

Last edited by [SHOCKWAVE]; 04-15-2008 at 12:46 AM.
[SHOCKWAVE] is offline   Reply With Quote
Old 04-15-2008, 09:34 AM   #15 (permalink)
Artist
harefort's Avatar
harefort's User Activity: 1/10
82 - 14




I had to unwrap it again, because the old unwrap was broken. Some import-problem maybe.
Baked ambient occlusion.
Found basic metal texture
Added text.
Painted edges and rust (layer-mode: color-dodge and color-burn kick ass!)
Spec is basically more contrast and deeper colors.
Normal is base-metal and text plus crazybump.

Last edited by harefort; 04-15-2008 at 09:39 AM.
harefort is offline   Reply With Quote
Old 04-15-2008, 03:07 PM   #16 (permalink)
Senior Artist
Flakk's User Activity: 0/10
202 - 6
You guys know the claymore casing is plastic, right? <.<
Flakk is offline   Reply With Quote
Old 04-16-2008, 12:11 PM   #17 (permalink)
Artist
kingpin's User Activity: 2/10
76 - 6
sorry double post

Last edited by kingpin; 04-16-2008 at 03:31 PM.
kingpin is offline   Reply With Quote
Old 04-16-2008, 12:13 PM   #18 (permalink)
Artist
kingpin's User Activity: 2/10
76 - 6
my entry
first i applied base colours then added text and scratch details and then created normal map from that.i then started adding shading and dodged and burned areas to lighten and darken certain areas, also used line tool to create screw thread and duplicated a few times and changing opacity and layer type.
hope you like




Last edited by kingpin; 04-16-2008 at 04:10 PM.
kingpin is offline   Reply With Quote
Old 04-16-2008, 12:52 PM   #19 (permalink)
Amateur Artist
2nd Place 
Daelon's User Activity: 1/10
98 - 1
good texture harefort!

my version...





maps are 1024x size...

I start with a base sketch in a render of the model, next I did the same sketch in the texture. After that I start with the base colors and composing with different textures found in cgtextures.com I did the difuse map. taking it as a base I create the specular map and the lightning map, finally I make some dirt and details in zbrush and export the normal map.
__________________

Last edited by Daelon; 04-18-2008 at 04:22 PM.
Daelon is offline   Reply With Quote
Old 04-16-2008, 02:16 PM   #20 (permalink)
Senior Artist
Androidtool's Avatar
Androidtool's User Activity: 1/10
111 - 7




MAPS 1024x1024 90 MIN. I went with a DOOM themed claymore just because I thought it would be cool looking. I used purple clouds for the base map outlined the side stitches with the outline tool, filled it, burned and dodged it. The smaller stitches and the eye were taken from refrence photos, then copied and manipulated. the veins were done with the airbrush tool with fade on, and the pentagram was outline and used a layer effect for the beveled edges. The rest of the raised areas were made by burning and dodging. Wish I had more time on this peice, but it was an interesting model.
Androidtool is offline   Reply With Quote
Reply

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




All times are GMT -5. The time now is 01:34 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