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Old 05-15-2008, 08:38 AM   #41 (permalink)
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Quote:
Originally Posted by nymn View Post
(could someone please tell me the secret to replacing the http/address of that to show "sheets" instead?)

sg...
Nymn,
Sure thing. When creating your thread you see a number of icons above, the one with a picture of Earth and a chain link Inserts a link. When you click on it, it brings up a dialog box allowing you to enter the URL, after you place that in and hit OK it places BBcode [ URL="http://www.inserturlhere.com"] http://www.inserturlhere.com[ /URL] without the spaces after the first bracket, and by default you see in between the BBcode the same URL. Replace that text (in between BBcode "http://www.inserturlhere.com") with "sheets". God I hope that makes sense, pretty exhausted tonight :/

Tats...



Quote:
Originally Posted by brishear View Post
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.
Brishear,
Looking good. Cutting and tweaking from an existing object can really limit the quality of the texture, so I'd definitely suggest (if you have a decent camera), every once in awhile walking around town and collecting images for your own personal library. Which can be a lot of fun, cause here in Japan I get carried away :/. If you don't then might I suggest [CG Textures] - The worlds largest free texture site and creating your own versions from the materials provided for later use (so they don't all look like what everyone else is borrowing from cgtextures). This way you can start with a high res image and scale down when needed, using the treasure chest you found online as a reference. Also I use both Nvidia plugin and Crazybump when texturing, definitely worth a look. CrazyBump

Hope that helps

Tats...
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Old 05-15-2008, 09:25 AM   #42 (permalink)
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My goal was to try this one as fast as possible, tho I haven't joined the texture contests before I feel that I still have a lot to learn when it comes to good texturing.

Here's what I came up with:


The textures:
diffuse
specular
normal bump


The wooden texture is downloaded from cgtextures and the iron ornament was googled and adjusted, the iron is also from cgtextures.

Please, comments en crittics are most welcome!

Last edited by ID Conceptart; 05-15-2008 at 10:08 AM.
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Old 05-15-2008, 09:44 AM   #43 (permalink)
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Quote:
Originally Posted by ID Conceptart View Post
My goal was to try this one as fast as possible, tho I haven't joined the texture contests before I feel that I still have a lot to learn when it comes to good texturing.



The wooden texture is downloaded from cgtextures and the iron ornament was googled and adjusted, the iron is also from cgtextures.

Please, comments en crittics are most welcome!
ID Conceptart,
Not bad, but I felt the material used on the edges and locks&chain came off a bit clean in comparison with the wood. The normal doesn't show up well in that render, may help to post a higher res sheet for your mats. You say you attempted to do this one as fast as possible. Did you not take advantage of the full 90mins?

Cheers,
Tats...
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Old 05-15-2008, 09:47 AM   #44 (permalink)
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Hi I udated the image because I forgot the text that is required.
I also updated the textures for you and they are now at the full res of 1024 x 1024.

I used 52 minutes for the job, hope you help me improve / understand how to improve the iron parts =]

Last edited by ID Conceptart; 05-15-2008 at 10:10 AM.
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Old 05-15-2008, 03:38 PM   #45 (permalink)
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Quote:
Originally Posted by Tiros View Post
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
thanks , than this is the render with no separate specular and bump map, so i added just the diffuse and in the specular map slot i added the diffuse again ... tough it looks kinda lame with no bump map
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Old 05-15-2008, 05:04 PM   #46 (permalink)
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Quote:
Originally Posted by Tatsur0 View Post
Looking good. Cutting and tweaking from an existing object can really limit the quality of the texture, so I'd definitely suggest (if you have a decent camera), every once in awhile walking around town and collecting images for your own personal library. Which can be a lot of fun, cause here in Japan I get carried away :/. If you don't then might I suggest [CG Textures] - The worlds largest free texture site and creating your own versions from the materials provided for later use (so they don't all look like what everyone else is borrowing from cgtextures). This way you can start with a high res image and scale down when needed, using the treasure chest you found online as a reference. Also I use both Nvidia plugin and Crazybump when texturing, definitely worth a look. CrazyBump

Hope that helps

Tats...
thanks...i've got a huge folder of textures, shaders, etc that i've collected over the past few years that i mainly use, and i use cgtextures.com, too. one of my instructors in college got us started on photographing our own textures, and i still take the camera out once in a while, but i've never used crazybump. that looks useful!
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Old 05-15-2008, 07:21 PM   #47 (permalink)
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Quote:
Originally Posted by brishear View Post
...i've never used crazybump.
Once you try it, you won't live without it.

Great entries everyone. I'm blown away by some of these entries. I can't stop returning to this page, just to look at all the cool treasure chests!
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Old 05-15-2008, 07:43 PM   #48 (permalink)
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Oh my, there's so many entries, and I've unfortunately been to busy to crit them.. Good to see Tatsur0 is helping in giving some good crits though

About the crazybump app however, I see that some have been using the specular maps generated from Crazybump. I'd advice people not to really, they might look good in the crazybump viewport, but once in your 3d app or in-game they'll just look like shite really

I could prolly throw up a short tutorial here on creating specc-maps. Though that's only if anyone would be intrested.

Think I made this comp a bit too fun tho.. I couldn't even hold myself from keeping the time-limit, and decided on disqualifying myself and work on it further as a portfolio piece

Cheers!
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Old 05-15-2008, 07:50 PM   #49 (permalink)
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Heya Tiros I'd be interested in checking out a short tutorial on creating spec-maps. I totally feel you on the time limit, having a hard time myself.
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Old 05-16-2008, 04:59 AM   #50 (permalink)
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Hey there, just decided to drop by and say there's some really nice entries this time around!

A shame I didn't had the oportunity to participate, but I'm so busy with my Crysis map!
When will it be the next speed texturing?

Cheers guys.
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