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#2 (permalink) |
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Industry Artist
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![]() Maps I used more photo's than usual. DennisPls gave me some usefull tips for rust, which i tried to do here, i'm quite pleased with that. but the material definition of the hammer itself is a failure... i had a hammer right next to me for reference, but to no avail... |
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#6 (permalink) |
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Banned
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- 82
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![]() 89 minutes. Forgot to put it on the render. Maps The first thing I did was remap the hammer with an eye to making it as fast as possible to skin. This was the result. The original map had a lot of things double-mapped that could've been layered over each other and I figured that on a time limit that's the opposite of what you want. As for the texturing I started with a base made from a couple photos and dodged and burned from there. Obviously there's a few areas where I could've put in a lot more time but just didn't have any left. Overall I don't think I'm too happy with it :/ |
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#10 (permalink) |
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Industry Artist
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Reverenddevil, Claw of Death!
![]() ![]() Lets see, I started off with an AO map to get my shapes and what not together. I then started overlaying different metal texs and erasing out the parts I didn't want and adding ones I did. I used different overlays to get the chipped peeling paint with some scratch brushes and paint bucket filling on all layers to get more chipped paint etc.. I put a wrap/tape on the handle to show wear and that someone tried getting more of a grip, like with a baseball bat etc.. I used the paint fading/chipped because of the hammer I had sitting next to me as reference had paint rubbed off in the same areas and looked pretty similar. I then created my norms by hand for the rubber part with a combination of CB. I created my spec by hand. That is about it, I think.... If anyone has questions feel free to ask. If there is something we can learn from one another I am all for it.. Last edited by Reverenddevil; 28-04-2008 at 06:17 AM. |
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