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Old 05-12-2008, 09:47 PM   #31 (permalink)
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Sheets

2048x2048 Sheets
Started out with base grey, noise, dodge, cgtextures metal overlay then some more tweaking. Thats the meal part basicly.
Plywood is pure photo from cgtextures with some tweaks and such.
Couldent quite find out how to make the lid, but I think it worked out well.

Then I baked the AO in max and put it on.
Was happy enough with the results. Could have added some more bolts and small detail, but didnt have time for more.

more or less 50 minutes.
=)
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Old 05-13-2008, 04:45 AM   #32 (permalink)
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Very nice majiku and I like the one of Garrador too
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Old 05-13-2008, 01:43 PM   #33 (permalink)
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STC 15 - Tatsur0 Submission - "Pandora's Box"



sheets

Workflow- Well I don't know why I was limited to 1024x1024 but that's what I used, initially I was going to adjust the UVs to give my self more room to work with but after playing around a bit I completely forgot. First I started with a simple gray for my bake, then began pulling out shapes/panels using the extract tool then cleaning them up with the history tool, I played with a couple design until I realized I was running out of time, I finished up with crazybump, and painting on a marble overlay. I'd say had I been less indecisive I would have added a lot more detail but I'm happy with the results and thought "Pandora's Box" a unique go at this challenge.

Thanks,
Tats...

Last edited by Tatsur0; 05-13-2008 at 01:58 PM.
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Old 05-14-2008, 10:02 AM   #34 (permalink)
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Workflow:
(first of all i modified the uv-s and modified the chest but only to add to it the interior, I know its forbidden to actualy modify that but i had extra space of texture left after I re-uved the chest so i just extruded the middle poly down, no extra detail was added to it.)

I first started with baking the ambient occlusion then added some wood texture that i found at cgtextures, added some metal texture over it and cuted the exact size for the iron bars, specular over that was painted by hand, added some minor detail like the rivets and minor canals in the metal.
Overall this took me around 90 mins only for the diffuse i spent an additional 25 mins for the specular and the displacement map thats used as bump map so that makes around 115 mins for all textures i think this will disqualify me from actually enter the competition but im just glad i finished this .

texture sheet
http://i47.servimg.com/u/f47/11/87/51/07/textur12.jpg
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Old 05-14-2008, 12:04 PM   #35 (permalink)
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Good ol Elder Scrolls

Quote:
Originally Posted by Atius View Post
Workflow:
(first of all i modified the uv-s and modified the chest but only to add to it the interior, I know its forbidden to actualy modify that but i had extra space of texture left after I re-uved the chest so i just extruded the middle poly down, no extra detail was added to it.)

I first started with baking the ambient occlusion then added some wood texture that i found at cgtextures, added some metal texture over it and cuted the exact size for the iron bars, specular over that was painted by hand, added some minor detail like the rivets and minor canals in the metal.
Overall this took me around 90 mins only for the diffuse i spent an additional 25 mins for the specular and the displacement map thats used as bump map so that makes around 115 mins for all textures i think this will disqualify me from actually enter the competition but im just glad i finished this .
Atius,
Definitely something you'd expect to see in game like the Elder Scrolls series or Dungeon Siege (not to mention so many others) so compliments on a quality texture. Breaking the rules aside, I like that you took the time to adjust the existing UV to fit your needs. Maybe grab a new render showing off the mesh untouched and then ditch the spec and normal? Also just a few tips, whenever you have a repeating source like the wood boards (you'll notice knots/stains/etc repeating/lined up) there are a couple ways of hiding this-

1. Depending on overlays/layers you can either rotate, flip horizontal, or flip vertical (would recommend the options below instead or a combination)
2. Using the clone stamp tool and/or burn tool keep the detail but change it up enough that it doesn't look all that similar, you can also adjust a number of options to give it a different shade or stain.
3. Make sure visible areas use unique boards and have whatever repeating ones placed on the sides, back, top, or bottom so the player never sees it.

-BTW- If you or anyone else is looking for a unique idea. I was going too but decided against (I've got practically no free time with work, 3mods, and 3 kids heh) creating a toy box. There are a lot of ways one could go about doing it.

Tats...
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Old 05-14-2008, 06:08 PM   #36 (permalink)
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thanks man i really apreciate the comment, to be honest i had in mind to modify those repetitive elements but didnt had time for that, aniways this was made mostly for my texturing abilities that i need real bad right now
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Old 05-14-2008, 06:47 PM   #37 (permalink)
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Quote:
Originally Posted by Atius View Post
thanks man i really apreciate the comment, to be honest i had in mind to modify those repetitive elements but didnt had time for that, aniways this was made mostly for my texturing abilities that i need real bad right now
Can't say I'm a professional when it comes to texture work but If you ever need an opinion or crit feel free to contact me anytime, I can always pass it along to my 2D artists for a more in depth crit and suggestions.

Tats...
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Old 05-14-2008, 08:13 PM   #38 (permalink)
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So this is my first speed texture challenge as i just stumbled upon this forum not long ago. I have to say that everyone here has crazy skills and the tutorials i have found here are incredibly useful so far. A big thank you to everyone who posts in that section!!

As far as my workflow goes... I just learned (from this site) how to do AO maps, and i have to say it helped me out ALOT... i had never even knew how to do that in Max before this, and that was my first step. I used that as a guide, along with the UV map, to paint the diffuse using textures from cgtextures.com and a couple reference images i had in my library of rusted metal. After i got something that i was pleased with for diffuse, i duplicated and desaturated everything and tweaked the levels for my spec map, and once more for normal map setup and then used the nvidia plugin... im really not happy with the normal map, i cant seem to get the rivets to bump out the way i want them too...

i did alot of experimenting with different materials but once i decided on a palette, the whole thing took about an hour and 15 minutes give or take in photoshop, about 10 minutes of fooling with the view and setting up the light tracer for the last render...

here are the texture maps: sheets
(edited - thank you Tats....)

sg...

Last edited by nymn; 05-15-2008 at 01:33 PM.
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Old 05-15-2008, 04:32 AM   #39 (permalink)
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this is my first time submitting an entry, although i've been following the modeling & texturing competitions for awhile...alot of the work i've seen in these competitions is incredible! i've always been more focused on modeling & rigging, but lately i've been focusing on texturing. it took me the entire 90mins to create my textures. i started by importing an image of a treasure chest into photoshop. i then created a PSD network in Maya with spec, diffuse, and bump outputs. i cut and tweaked the chest image to make the diffuse map, and used the stamp tool to blend the wood and change the appearance of anything that was repeating. i used the nVidia plugin for the normal map, and duplicated the diffuse layer a couple of times and used an overlay and changed the layer opacity for the specular map. i'll probably screw something up now while im uploading the images, so i apologize in advance...
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Old 05-15-2008, 07:24 AM   #40 (permalink)
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Some great entries we got here, suprised to see so many joined.. Guess It'll take me quite a while to fix the poll later

Atius: It's a really neat texture you got there, but as mentioned earlier I can unfortunately not accept an entry crossing the time-limit. Though you're free to throw up another render without the specular and normals map, and it would be valid

Thinking it would be a shame not to do so!

Cheers
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