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 04-18-2008, 03:54 PM   #21 (permalink)
New Artist
Winner of Speed Texturing Winner of Speed Texturing 
susia's User Activity: 0/10
22 - 3
Maps

3 * 1024x1024 diffuse,spec, normal

Started off with a solid green layer and added several overlays of different textures and some grime with custom brushes on top. It didn't looked quite what I was expecting so I tried to add some dirt beneath but I was running out of time so I quickly made a spec in photoshop and normals with crazy bump. It was a quite a challenge to make this piece interesting... my main aim was to avoid making it too noisy.

The render was done with mental ray with my regular setup.



susia is offline   Reply With Quote
Old 04-19-2008, 01:22 PM   #22 (permalink)
New Artist
metalliandy's User Activity: 0/10
3 - 1
Hey all,

For this project i used 2048x2048 textures and it tool a total of 90 mins to complete.





The first step was to import the.obj in to Unwrap 3D Pro and get some UV flats, after this opened it in into Blender and assigned separate diffuse materials to the different parts and baked them onto an image.
Then i did the same with AO using 16 samples and Constant QMC.

While this was processing i opened PSPX and ran a script that i have to remove the black found in the UV Flats and create the layer set-up i use automatically, along with a few useful selections. This is done in about a minute

I then took the Diffuse flat colour texture i baked in Blender and put on in a new layer a got some selections from the groups.

I then got a few grunge textures and placed them over the diffuse flat layer using the overlay blending mode...i then did the same with a rust texture for the legs, though this time used dissolve.

When the AO had finished i took it into blender and placed it atop all the textures using multiply, at which point i duplicated that layer.

I then used the Burn tool, set to highlights and evened out the AO a little.

I created a new layer group for the heightmap and added the text and thread using white and blurred each a little (after duplicating each part) to smooth them out for the use later in the normal creation.

Then i made a grayscale image of the diffuse and placed that in the bump group, after which i imported it into CrazyBump. i did the same with the thread and text layers but this time used a 50% grey as a background.

I mixed the two normal maps together in CrazyBump and saved as a TGA.

I then removed some layers from the colour diffuse image and created a Spec. map by playing with the Levels and adding a HSL Adjustment to it.

That's about it i think

*edit*
I used this picture for reference



Last edited by metalliandy; 04-20-2008 at 06:37 AM. Reason: Added reference picture
metalliandy is offline   Reply With Quote
Old 04-19-2008, 07:43 PM   #23 (permalink)
New Artist
skullv's User Activity: 0/10
23 - 1
Time = 90min (excluding time for searching textures)
Diffuse,Spec & normal of 1024 x1024

__________________
My Portfolio

Last edited by skullv; 04-19-2008 at 08:02 PM.
skullv is offline   Reply With Quote
Old 04-20-2008, 05:56 AM   #24 (permalink)
Industry Artist
Reverenddevil's Avatar
Reverenddevil's User Activity: 0/10
279 - 26




I started out baking an AO map then dodging and burning to get more dimension in the base texture. I used a plastic base from a photo and then added in grime, dirt, stains etc using overlays and other misc types of layer adjustments and painting.

I then quickly adjusted the diff tex and created a spec. I then took the diff and turned off a bunch of layers and created a normal in crazybump.

I would of liked a little more time with it, but what can ya do.. Good luck everyone...
Reverenddevil is offline   Reply With Quote
Old 04-20-2008, 06:25 AM   #25 (permalink)
New Artist
Fear's User Activity: 1/10
27 - 0
So here is my entry.
This is my first try on speed texturing.

First i created the base color, than i add the text, scractches and dirt.
Than i created the Specular map and the normal map.




Fear is offline   Reply With Quote
Old 04-20-2008, 09:11 AM   #26 (permalink)
New Artist
jarleif's User Activity: 0/10
1 - 0
I have never done one of these before, and this is my 3rd attempt at creating a texture from scratch. Im not 100% happy with it, and it took me too long, but I thought I would post it anyways.
3 textures, 1 color 2048x2048, 1 spec map 2048x2048 and 1 normal map 2048x2048, all prob overkill but I wanted to start large. First I made a base layer, then I rendered a shadowmap and occlusion map to add a little to it. Then painted some of the other details. The specmap and normal map were created using crazybump



jarleif is offline   Reply With Quote
Old 04-20-2008, 11:36 AM   #27 (permalink)
Game-Artist.net Admin
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
2,357 - 341
Some pretty good entries guys, nj!

Voting time...
doylle is online now   Reply With Quote
Reply

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




All times are GMT -5. The time now is 04:52 AM.


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