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#3 (permalink) |
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Senior Artist
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Alright, well, here's my entry.
![]() Click for maps I don't think I'll bother going very deep into the creation process this time, as it's pretty basic texture. Here's the summary of the process: -Found a wooden base to work with. -Cleaned up the base and tiled it in all directions. -Added gaps between the planks, using the UV template as a guide. -Found another base for the Keg-stand -Tiled it and cleaned it up a bit, before applying it to the different parts of the UV that makes up the stand. -Added the bands, using a basic artistic sponge metal base, and a grunge overlay. -Started painting in highlights on both the wood and metal, using my Wacom tablet. -Added text and logo. -Rendered out ambient occlusion map and applied it to the texture. -Made the normal map, using multiple elements from the main psd file, rendered in Carzy bump and stitched back together again in Photoshop. (Metal bands, gaps, wood texture, etc) |
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#4 (permalink) |
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New Artist
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Well my internet was playing up so i only had one wood texture on my computer so i thought i would have a stab and see how quickly i could knock something up hence the messy maps. Anyway loaded my texture into photoshop, made it tileable then just rotated bits to follow the orientation of certain areas. Made a quick specular then loaded up crazybump and spent about 25mins playing about in there. Will probably submit another entry before next weekend and use the full 90mins.
*entry removed as it was rushed and bad* :P Last edited by Noxious; 05-29-2008 at 04:59 PM. |
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#5 (permalink) |
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New Artist
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First, I found two wood textures and lined the grain up in appropriate directions
then, I I an Ambient Occlusion pass to rough of some of the shadow the rest was was hand painted in (I used crazy bump for the normal map) all the maps are 512 maps - they're normal, spec, and color. Maps Link ![]() I hade a little trouble getting the normal maps for the wood's surface to really work.. I'm not sure if it was the lower resolution maps or what.. Last edited by Edgelooper; 05-25-2008 at 11:11 PM. Reason: image linking problem |
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#6 (permalink) |
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Senior Artist
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While the AO was baking in Maya's oven, I hopped on over to CGTextures, where (as usual) I found two cool looking wood planks textures to use as the wood layers. I used the 'multiply' blend mode on the top layer (both at default opacity). I used the 'clone tool' to fix any unwanted wood grain, as well as copying and rotating sections of wood, which I end up merging once I get good results (helps keep the layers to a minimum). When the AO was ready, I threw it in Photoshop, set it to 'multiply'. I ended up copying the AO layer in order to get stronger shadows. Then I grabbed a worn out metal texture from my texture library and applied a mask to it (so I can paint the metal and repaint as needed while I figured out the best the location for them on the model). I used an 'outer glow' layer style for the metal's shadows. I then used a 'hue/saturation' and 'levels' adjustment layers on the metal layer. And since I only wanted these adjustments to affect the metal, I created a clipping mask for each. The nails I copied and pasted from the same wood planks texture. I finished it off with 'levels' and 'brightness/contrast' adjustment layers for fine tuning. I created the spec map from the diffuse map and all I did was merge the layers and desaturate it. I used the 'dodge tool' to brighten up the metal and nails. I created the normal map in CrazyBump from this spec map. All maps are 1024. Good luck everyone! Last edited by latinmessiah; 05-26-2008 at 03:31 AM. |
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#7 (permalink) |
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New Artist
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![]() I started off with a wood photo from CGTextures.com, and continued to burn and dodge until I felt like it had a good color in all the right spots. The metal bands were done much the same way. The R&B logo is taken from an image off of a real wine barrel, kudos to google. The bump map was done with Crazybump in less than 6 minutes. Hope you like it! |
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#8 (permalink) |
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Amateur Artist
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![]() Diffuse Normal Specular Workflow: After I had openend the 3DS file I made a copy of the model and added some extra detail to render a normal map from. Then I rendered out the UV map and started fitting in little pieces from photosources. After I had pretty much covered the whole map I adjusted the brightness and colours. The normal map is rendered from the higher poly model and mixed with a normal map from Crazy bump. The specular is just the diffuse desurated and then having parts highlighted with the dodge tool. Last edited by TheCorey; 05-26-2008 at 10:20 AM. Reason: Forgot workflow |
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#9 (permalink) |
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Founder of Statspaddling
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Keep in mind people that if you post all your maps as separate sheets then only the diffuse will be included in the voting thread.. know I used to do it myself, but I can't link every single map in the voting thread.. would take me hours.. geez
![]() Anyhow, finally got time to enter this comp myself. Got a bit rushed at the end and I ran out of time, leaving me without a normals map.. though.. since I made a slightly semi-realistic entry I guess the lack of detail in some places got covered up pretty well. Here we go.. ![]() Can't really bother to explain how I did it in detail.. though, I mainly looked up a few refs and got some images from cgtextures.. then i started throwing stuff together and painting in details and fixing stuff with adjustment layers etc. etc... nothing much more to it really. Cheers!
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