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#21 (permalink) |
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Freelancer
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i liked the way u did the wood phased. you avoided the oversaturation that seems to plague wood. well played :P
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Available for FREELANCE work. PM for details. |
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#23 (permalink) |
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Senior Artist
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Hi all, as I didn't know what to model and texture, I decided to take part me too
Third time for me ! Really cool but quite hard don't like to hurry like that ![]() So, I wanted to create a treasure chest looking like something we don't really want to open, something looking frightening, odd. I didn't reach my aim at all I think Anyway here my render and my maps.![]() Maps size are 512 but really they are 1024x1024 all. ![]() ![]() ![]() My workflow is very similar to the others guys. 1) I went on CGtexutres I grabbed one wooden texture (planks). I placed that texture. 2) Then, I painted myself the metal and add some effect withs the dodge tool to this paint. 3) Added some dirts to the wood 4) Some tweaking as sharpen, contrast, color and etc... 5) Added the font "Warning" and scratched it. At this step I had my diffuse finished. From that one, I create my specular and from this specular I created my normal map with the nvidia plugin in Photoshop. If you have any advice, tell me ![]() Thanks to give such competition it's cool ![]()
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www.verdun-online.com <- |
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#24 (permalink) |
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Artist
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Not my worst attempt at texturing. My first entry into this kind of competition. Not too happy with render and light setup.
![]() How i made the maps: 1. I used two tileable textures of wood and rusty metal 2. Fitted the wood texture to the spaces provided. 3. I used the clonestamp and healing brush tool to to paint the metal onto the edging and locks. 4. Made a grey scale height map and turned to normal map. 5. When Diffuse was finished i duplicated desaturated and put through high pass at 1 pixel setting. Used this as an additional normal map for scratches and fine detail. 6. Overlayed this onto the original normal map. Continued to overlay until i got desired result. 7. For Specular map i took diffuse inverted and darkened metal parts and i desaturated the wood. ![]() Credits to irishlostboy for tileable textures.
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our current pc title in development http://archangel-studio.blogspot.com/ and our discussion forum http://rabbit-team.gamedev.gr/ |
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#25 (permalink) |
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New Artist
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Hi all!
105min (90+15min to make photo-references from nearby crate) Baked shadows, tone and tiled texture on metal parts. Composed wood from photo-references, stickers - from google. Painted keyhole and few other details. Slightly tuned curves and balance. Made simple specular and bump from highmap (didn't have time to make a normal=). ![]() 1k textures on rendered model (2k originally) ![]() 1024 diffuse - link |
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#29 (permalink) |
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New Artist
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Hey People, my first ever Speed Texture
![]() In Max, I baked an AO map. Next, I grabbed a couple wood + iron images from cgtextures and made them tileable In a seperate image, created the wood and iron textures Very crappily arranged them (I really need to brush up on my UV skills :/) on the UV Map Created Normals, Specular, and slightly revised texture in Crazybump. Blended everything with the AO/Shadowmap Rendered. ![]() ![]() ![]() ![]() |
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#30 (permalink) |
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Freelancer
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![]() ![]() Found some wood from cgtextures that would look good for the chest. Added planks for the top part. Added some metal trim around the edges of the chest which now that I look at it I could of done it much easier/faster then the way I did. Went into crazybump and did a quick normal and spec map and render out in crazybump. Some of the shots are not as good I wanted since I had a problem with the mesh and I just now recently found out how to fix it. |
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