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#4 (permalink) |
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Senior Artist
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Alright, let's kick this one off then!
For me, a treasure chest can come in many forms. I'm a sucker for flee markets, and I love poking around on the old attic, looking for "hidden treasures" :P My idea behind this was simple; make one of the models look like an old travellers chest. I absolutely love these, as you never know where they have been, and most importantly, what treasures might lie hidden inside! ![]() Click for maps. This was actually a quite easy texture. I started out with finding a suitable leather texture on cgtextures.com. After finding two textures, one "clean" and one slightly more grungy, I tiled them in Photoshop and matched the colours and brightness on each texture to one another. Adding wear and tear to the textures was done by reviling parts of the grungy texture on top of the clean one. I reviled more of the grungy texture around the edges, since this is where the chest would have taken the most beating over the years. After doing this, I went ahead and started drawing in some more wear at the very edges of the model using the dodge tool and my trusty Wacom tablet. I also added some stains using a few grunge brushes, a pure black colour and the stain-layer which I was painting on set to overlay. To add more depth to the texture, I rendered out an ambient occlusion map and baked it into the texture. Seeing as how I was beginning to run out of time, having wasted quite a lot of it on detailing the leather, I rushed the metal parts and quickly created the normal map and specular using CrazyBump. Fun theme, I must say! ![]() |
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#5 (permalink) |
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Artist
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- 4
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Are there texture budgets? all in one 256x256 texture and 256x256 normal?
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www.3dshowreel.com - Free image and file hosting, fast, easy and no popups The race for quality has no finish line So technically its more like a death march. |
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#6 (permalink) |
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Game-Artist.net Admin
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There are no restrictions on the texture size. although it is wise not to go overboard with this and to give yourself a restriction if you have what it takes
![]() From this day forth Tiros will be handling the STC, so you're in good hands for the upcomming competitions ![]()
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Supports good crits |
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#7 (permalink) |
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Game Art Student
![]() 141
- 6
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heres my go.
i kind of put the quality of the maps way down. if i had more time theres still alot i coulda done. Thanks Fleisland even though you rushed metal it still looks awesome -how'd you do it?- Last edited by sampson; 05-11-2008 at 02:54 AM. |
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#8 (permalink) |
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Senior Artist
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![]() ![]() 1) Baked AO. 2) Used 4 different wood textures as overlays from CGTextures to create the wood for the diffuse. I used 2 metal textures to get the metal. I hand painted the key hole and hinge shadows. 3) Created spec map from diffuse. Added slight color. 4) Created normal map from diffuse using CrazyBump. 5) Did a lot of back and forth fine tuning from Photoshop to Maya to get the color tones I was aiming for. I used a blinn shader since metal was involved, which gave me way more control of the specularity. This was a fun model to texture. Last edited by latinmessiah; 05-11-2008 at 04:04 AM. |
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#9 (permalink) | |
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Senior Artist
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Quote:
The prebaked lighting came from a 3-point light setup combined with 3dsMAX's render to texture feature, and later overlaid to the diffuse. The whole process takes less than 5 minutes. :P |
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