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#21 (permalink) |
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Artist
![]() 81
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harefort, where are your maps?
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![]() Fragpegs.com -> Ultimate Game Video Resource |
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#22 (permalink) |
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Artist
![]() 81
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Render:
![]() Maps: ![]() first i re-arranged the uv's, overlapping some stuff. then i started with AO, then kept trying different base textures for the handle and the metal part. once i had those, i added some rust, and some scratches, and finally some paint. then i used crazybump for my normal, which i combined 3 normal images for so i could adjust each part's amount accordingly. the spec was based off the diffuse and the normal. then i rendered scanline with a few lights.
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![]() Fragpegs.com -> Ultimate Game Video Resource Last edited by Cobalt; 05-01-2008 at 11:15 PM. |
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#23 (permalink) |
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Amateur Artist
![]() 44
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Here is my entry
![]() Maps Started with a base, dodged the edges and so on. Went crazy with my tablet. After that, I started to add on some metal elements including rust with some nice brush sets. Then I took a look at CGTextures for some other rust patterns. Went surprisingly fast. Went for 512x512. Cant see why I should overkill it with 2048x2048/1024x1024. Nice entries so far. GL to all. |
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#26 (permalink) |
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New Artist
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Hiyas!
It looks much better but it still needs some serious revamp. The handle that is made of rubber or plastic and has the same amount of specularity that the metal top which is really unrealistic. These kind of materials need really subtle and low specular maps. Make the metal more bright and tone down the highlights and the overall specularity on that handle. You can also add some slight color to the specular map if you have a shader that supports it... it really makes a difference even if there is only slight color in it. The best way probably to make a specular map is to use separate layers when creating diffuse maps (scratches, dirt, color) so you can tone down or brighten up everything if needed and you have full control of pretty much everything. Crazybump can help you create rough sketchy maps, but you if you want a great specular map you need to do it by hand. I hope I didn't bore you too much. Good luck! ![]() |
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| The Following User Says Thank You to susia For This Useful Post: |
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#28 (permalink) |
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Artist
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My headbreaker )))
Viewport_grabs: ![]() Textures: ![]() How-to: 1 AO bake 2 Get UW from model to Photoshop 3 Diffuse 4 Specular from diffuse 5 Reflection from Specular 6 Create bump map in photoshop and create normal with Crazybump from it 7 Grab veiw ports - the end |
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#29 (permalink) |
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Game-Artist.net Admin
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Some very nice textures here guys, good work!
![]() Voting time...
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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