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Old 05-27-2008, 02:22 PM   #21 (permalink)
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Wine Keg
------------
Time : 90 min (excluding texture search time)
Maps : Diffuse,Spec,Normal (1024 x 1024)
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Old 05-27-2008, 02:24 PM   #22 (permalink)
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I'm seeing a lot of great entry's here!
Keep going, want to see more


Diëgo
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Old 05-27-2008, 04:38 PM   #23 (permalink)
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I'm not fully content with this one.
I took too long and I didn't have time for more edge magic.
I need some vector-mask-practice.

Maps:


Making of:
-hacked UVlayout
-rendered ambient occlusion
-basic colors
-basic materials and masks
-shadows, highlights and dirt
-spec and normal based on diffuse (crazybump expired so I used nvidias plugin)
-rendered
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Old 05-27-2008, 04:38 PM   #24 (permalink)
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Hmm, about this comment about the wood on the stand being different from the keg, it's true really. Though I'll have to say in my defense that I considered my entry a whole decorative piece, rather than a stand where you exchange the barrel.. therefore the cork ontop of it

Skullv: The diffuse-map looks alright.. though I think you might want to have a look at this Specular/Normals Map Tutorial. As currently they wouldn't only be making this texture look worse, it's also inactive.

Don't take this the wrong way mate, only trying to help you out

Diegio: Why don't you join us in the competition?

Harefort: Looking good there man! A personal opinion would be that you might've gone a bit overboard with the bump on the wood.. I'm the kind of "Subtle Details" guy

Commonly I don't give wood much depth with my normals, if at all, just a diffuse and specular should be able to handle it really.. unluss it's supposed to be really rough

Still.. that's a personal opinion though.

Cheers!

Last edited by Tiros; 05-27-2008 at 04:47 PM.
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Old 05-27-2008, 11:11 PM   #25 (permalink)
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Well I wasn't able to get in enough detial that wanted since I ran out of time but I think it looks good. Well I decided to try something that I haven't done before and that was to do a ambient occlusion map. I've tested it on a previous model to get it working so I wouldn't waste time trying to get it working. So while that was being bake, had to do it twice, I stated getting the wood made which I found from various site to get the look that I wanted for the wood for the barrel part and the bottom with some cheap old wood. Added metal bands which were sort of last minute job because I spent a little too much time on the logo. Then I applied the ao map to the texture and when into crazybump to do a quick normal and specular map.
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Old 05-28-2008, 01:30 AM   #26 (permalink)
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Quote:
Originally Posted by DrLenny View Post



Well I wasn't able to get in enough detial that wanted since I ran out of time but I think it looks good. Well I decided to try something that I haven't done before and that was to do a ambient occlusion map. I've tested it on a previous model to get it working so I wouldn't waste time trying to get it working. So while that was being bake, had to do it twice, I stated getting the wood made which I found from various site to get the look that I wanted for the wood for the barrel part and the bottom with some cheap old wood. Added metal bands which were sort of last minute job because I spent a little too much time on the logo. Then I applied the ao map to the texture and when into crazybump to do a quick normal and specular map.
DrLenny,
Looking good, however I'd suggest toning down that normal as it makes parts look bloated and rounded when they should be flat and sharp (or clean up normal). Also you have the bands on the normal concave giving the opposite look of what it should. If you look at the front angled wood plank the grain/cracks are going in the opposite direction than you'd expect to see and they don't line up giving it that rushed look. On planks the grain goes from top to bottom as this makes for an easier and cleaner cut. Might also suggest using a separate wood texture for the fountain. Lastly I don't believe whiskey has ever been served through a fountain keg (could be mistaken).

Hope that helps some

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Old 05-28-2008, 01:43 AM   #27 (permalink)
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I was planning on entering to help me gain some texturing speed, however I was unable to complete the task in the allowed 90 minutes so I don't plan on official entering (but I've decided to post what I did accomplish in the 90 minutes, for the sake of any critique or tips you guys can give).

(Click for Full Version)

Color/Specular Maps

I started off by trying to find some reference pictures, and noticed many of them had metallic bands, so I decided that would be my first step. I'm stuck with XSI modtool at the moment which is pretty much broken when it comes to baking maps, so I had to download Nvidia's Melody to create normal maps (this cost me a fair bit of time since the results weren't to my liking and had to be severely tweakec in photoshop). But it gave me something to start with to determine where the bands should be in my color map.
I decided to go to cg-textures like a lot of you, and find a nice wood texture. It already had some gaps between the planks (if that is the right term) and a few knobs I had to stamp out, and I adjusted the Hue/Saturation a tad bit to get a color I wanted. Then using the existing edges on the UV stamp, I created new gaps using multiply and screen layers (which were also seperated, and added to the normal map using Nvidia's photoshop plugin). I also tried to lighten the edges and add some grain so that the 'inside' of the boards would look a bit different than the sides of the barrel. The bands were just a simple artistic sponge filter, and the stand was another wooden texture from cg-textures. Time was running out at this point so I sent the obj to a friend who had a full version of XSI and asked him to bake me an AO map (which sucked since I had to accept the default spread settings instead of being able to adjust it to my desired effect). There was a lot more I wanted to do (finish the tap, add scratches and dents, labels, etc), but time was up. So I quickly desaturated the color map (except for the bands and nails, which I lightened), and then threw it all onto a simple .fx shader since I don't currently have a nice game engine I could throw it into.

That said I do plan on working on it a little more later on once I have more time off, so its a good time for tips and the like (just pm me or something)
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Old 05-28-2008, 01:59 AM   #28 (permalink)
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tweaked uv's in uv texture editor. used wood/metal textures from [CG Textures] - The worlds largest free texture site and created a psd network in maya w/ color, bump(normal) & diffuse channels. hid all layers except copper/iron bands and lines between boards for nvidia normal map plug-in. flattened all layers and desaturated, then copied layer with and used a 'darken' layer setting, then added highlights with brush tool, and tweaked 'alpha gain' & 'alpha offset' channels in color balance section of diffuse node in maya.

color map
bump map
diffuse map
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Old 05-28-2008, 08:02 AM   #29 (permalink)
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Sum good Keg's people.
I'm going to enter this one, after the match tonight I'll start-complete and submit...

Should b a fun one ?
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Old 05-28-2008, 08:56 AM   #30 (permalink)
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Work flow

I followed the simple process of trial & error. After taking the rendered UVW template in Photoshop, I painted it roughly and then detailed it using Smudge, Burn & Dodge tools.
Then I used Crazy Bump for Normal map and achieved my result.


cheers!
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