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#11 (permalink) |
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Artist
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renderdevil, awesome job! i really like it!
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![]() Fragpegs.com -> Ultimate Game Video Resource |
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#16 (permalink) |
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Freelancer
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my bloody claw hammer...teehee
![]() ![]() Well lets see I gather some metal texture and applied where it was needed also made the top part a different shade (a bit darker) compare to the handle part. Added some detail like scratches and some slight rust on the handle part. Found some texture for the rubber grip and added some bevel circle to make the little hole. Then I went and added some blood as it would look after it has been used for awhile. I went into crazybump and fiddle with settings to what looks good. Also fiddle with the spec map in photoshop a bit. The texture maps are 2048x2048 |
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#17 (permalink) |
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Game-Artist.net Admin
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@DrLenny: your renders looks very blury for a 2k texture, you might want to check out the sharpen filter in photoshop, it'll give your texture more crisp edges... Not sure why you put all those watermarks on your textures btw...
@ Sentientv2: For the rust i first copied a part from a photo, (green), then played with the "blend if" function in ps to get a quick mask (orange), after that play with the "blending modes" (blue) to see what gives a good result, and finaly erasing stuff with a mask to finish it of.... (red). but like said,, credits go to DennisPls http://img183.imageshack.us/img183/2585/rustdk6.jpg cheers |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#18 (permalink) |
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Amateur Artist
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my version:
![]() textures: http://img187.imageshack.us/img187/7716/texturesbn8.jpg 70 minutes. First I bake the oclussion map and use it as a base. after I started creating base texture, colors, and base textures, metal, etc. next including different details like skratches, painting, and at last I include some letters and the logo. 1024x difuse and specular
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#19 (permalink) |
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New Artist
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Here is my contribution:
Beauty ![]() Maps 1 * 1024x1024 diffuse,spec,normal,gloss ![]() I started off with a quick reference material search with google, and then proceeded to make the first color scheme with flat colors. After that I baked the normal map and aocc. After that I dirtied all flat color layers up and finally added scratch layers on top off everything. Gloss and spec maps were all created with simple adjustment layers using the diffuse maps. The few final adjustments I did were the few holes to the handle via nvidia- plugin and with the last minutes I had I added some smeared paint since the hammer looked too monotone. I didn't have time for a proper beauty render so I quickly did a scanline render with simple lights and final tweaks were done with photoshop. Last edited by susia; 05-01-2008 at 09:48 AM. Reason: typoes |
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