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Old 05-01-2008, 07:55 PM   #21 (permalink)
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harefort, where are your maps?
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Old 05-01-2008, 09:01 PM   #22 (permalink)
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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.

Last edited by Cobalt; 05-01-2008 at 11:15 PM.
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Old 05-02-2008, 04:04 AM   #23 (permalink)
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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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Old 05-02-2008, 02:00 PM   #24 (permalink)
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Garrador, I think your diffuse texture is really well painted and should be used for the spec map as well. There are lots of subtle details that are lost in your current spec map.
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Old 05-02-2008, 06:44 PM   #25 (permalink)
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Ayh. I only used crazybump's with some tweaks. But you're right. Hows this?
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Old 05-02-2008, 07:09 PM   #26 (permalink)
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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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Old 05-02-2008, 07:45 PM   #27 (permalink)
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Much better, Garrador, but it could still stand to use a little more contrast, meaning more white (closer to 100%), so that the chipped or bare metal shines more than the dirty, worn out metal.
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Old 05-03-2008, 07:09 AM   #28 (permalink)
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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
Attached Images
File Type: jpg Headbreaker_rnd.jpg (287.8 KB, 417 views)
File Type: jpg Headbreaker_tex.jpg (340.4 KB, 84 views)
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Old 05-04-2008, 09:25 AM   #29 (permalink)
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Some very nice textures here guys, good work!

Voting time...
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