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Old 06-08-2008, 02:44 PM   #11 (permalink)
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Well this was definitively an interesting one, to say the least. Here's my entry:



Click for maps.

I wasn't going for a realistic style with this one, besides, I don't see how I would have been able to pull a realistic look off within the time limit, even if I tried, so a decision was made to go for a more fantasy-mmorpg inspired look.

I started out by creating a flat base colour for all the different parts of the UV template. I then proceeded to start drawing in some lines to create a sort of cartoony wood look. The first real problem I ran into was actually making my linework line up, well, to some degree, on all the different parts of the model, so I decided on using the wire frame of the model as a guide.

When I was done with the linework, I added some shades around the lines to create the "illusion" of the lines being offset a bit into the wood. Following that, I started painting in the highlights, or in this case, the "raised" parts of the texture on a separate layer.
The wood grain was made using some of my hair brushes of all things. Seeing as how I never really do any organic textures such as face maps or the like, this was actually the first time I have ever found a use for them. :P
The moss at the bottom were painted in using another hair-brush and sharpened a bit in photoshop to make it look a tad more crisp.
An AO map was rendered out and applied to the texture at this stage.

Next came the shader-spesific maps. The specular was made using some adjustment layers, as opposed to my regular way of creating it as a separate file. This way was simply more convenient. The final step of the process was to create the normal map. This was done using CrazyBump, as usual.
(Which by the way has reached a final and commercial version now? Congrats to the creator!)
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Old 06-08-2008, 03:34 PM   #12 (permalink)
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Really cool Fleistad.. you make me wanna have a secong go at this.. but It'll have to wait though.. a bit too busy for that right now

Quote:
I wasn't going for a realistic style with this one, besides, I don't see how I would have been able to pull a realistic look off within the time limit
If you want to I could change the time-limit. Never done a painted texture before and figured 120min would suffice.. but guess I'm wrong

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Well then peeps! Come and join the comp, and don't be shy. You might not win, but it was a pretty fun thing to paint the textures. And you'll get some slight experience in it which might be useful

Cheers!
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Old 06-08-2008, 04:52 PM   #13 (permalink)
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STC 17 - Tatsur0 Submission - "Itai"

[Edit - Made a new post rather than editing this so please feel free to delete this post. Purpose to receive new opinions/critiques sorry for the trouble]

http://www.game-artist.net/forums/sp...html#post54289

Last edited by Tatsur0; 06-10-2008 at 03:17 PM. Reason: Updated Entry - looking for new crits
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Old 06-08-2008, 05:46 PM   #14 (permalink)
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Yep, I noticed photos were not allowed to create our texture but don't know if filters were forbidden or not because I used some Photoshop artistics filters.

Anyway here is

My entry



My textures sheets



My workflow

Well in fact, it's a bit the mess, I'm pretty sure I'll forget some steps as I rather tested/experimented and didn't pay really attention the tool/filers I used.
Moreover, I don't know If I'll use the correct words as my photoshop is in french

But basically, I firstly selected the trunk and memorize my selection.
I selected to brawn colours and made some filters-> render clouds, then I duplicated that layers, till there I remember lol...

I added some noise, don't remember well the value and played with the layer mod, I also did some "blur direction" to simulate the bark tree.

Added some different green colors to simulate moos and played with the colour correction and saturation to make some parts looking older than others..

I also use some renders-> sharpen and etc...

and finally created the occlusion map and overlayed it to the diffuse in photoshop.
Real size of maps are 1024x1024

Sorry, I'm not very accurate about stuff I did Perhaps there is an option that allows us to check the action we did on the PSD file no !? If it's the case, I could tell probably tell you more

And also sorry for my english, I'm quite tired...
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Old 06-08-2008, 06:58 PM   #15 (permalink)
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Using Filters is allowed

And don't worry about the description of how you did it, doesn't have to be that very detailed.

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Well, I got really excited as my new attempt of creating a texture for this thing went along.. creating a tileable base material, and baked the AO.. then I watched it in 3ds max and remembered.. ah.. right.. the seams..

None wouldn't actually happen to know a way of covering up these kind of seams?



Tried ZBrush.. but one can't paint the model unless one disable the unwrap.. which would defeat the whole purpouse.. and one also need to subdivide it a lot.. as each segment recieves it's own colour to match the texture.

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Off-Topic:

Tatsur0, you don't happen to be japanese, do you? Or are you just an animé-freak like me?
And just one more thing, what does the kanji's in your avatar mean?

Cheers!

Last edited by Tiros; 06-08-2008 at 07:11 PM. Reason: Typo.. getting knackered here
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Old 06-08-2008, 07:25 PM   #16 (permalink)
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Quote:
Originally Posted by Tiros View Post
ah.. right.. the seams..

None wouldn't actually happen to know a way of covering up these kind of seams?

Tatsur0, you don't happen to be japanese, do you? Or are you just an animé-freak like me?
And just one more thing, what does the kanji's in your avatar mean?
Tiros,
When you render UV template just keep edges visible and follow these when texturing your model aligning texture to each. In organics its something you gotta keep an eye on early into the project.

I am not Japanese nor an anime freak. However I do enjoy Anime on occasion with my favorite being Macross Plus for the art style and soundtrack (enjoyed the story as well). I came up with the name 15 or so years ago influenced by Anime. I was watching Nausicaa a classic and figured I'd give it a try and changed my online nick from Striker -> Kascade -> Tatsuro. My avatar reads "Tatsurou" when translated. It's funny though, I never imagined I'd marry Japanese and move here :/ heh

Tats...
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Old 06-08-2008, 07:54 PM   #17 (permalink)
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Quote:
Originally Posted by Tiros View Post

Tried ZBrush.. but one can't paint the model unless one disable the unwrap.. which would defeat the whole purpouse.. and one also need to subdivide it a lot.. as each segment recieves it's own colour to match the texture.
I dont think this is true, you would have to save out the texture from ZB and clean it up in PS but you can create a texture using the same upwrap in ZB.


subdivided model in ZB painted on


texture exported in PS

I shall attempt to do a nice one later but I suck at hand painting textures so, might have to wait on that.

Would it be useful to anyone to explain the process of the above?
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Old 06-09-2008, 12:14 AM   #18 (permalink)
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Disqualified!

Haha, seriously though, I changed the model. The thorns weren't big enough and didn't read well no matter how color-contrasty I made them. Sooo I scaled up all the thorns. I'll probably make another entry later in the week attempting to stick within the rules. No need to put this one up for a vote or anything, I just had fun with the concept GREAT TOPIC!!

Attached Images
File Type: jpg thornstexture.jpg (188.5 KB, 25 views)
File Type: jpg thornsrender.jpg (92.6 KB, 253 views)
File Type: jpg thornsrender2.jpg (96.1 KB, 8 views)
File Type: jpg thornstexture2.jpg (197.3 KB, 19 views)

Last edited by thanoz; 06-09-2008 at 12:40 AM. Reason: need to resize...
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Old 06-09-2008, 02:22 AM   #19 (permalink)
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Man this is so funny! I have a good idea, I hope it turns out like I hope Will start making something tonight.
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Old 06-09-2008, 02:39 AM   #20 (permalink)
SPY
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Hi all!
This is my first entry and second post!



Attached Images
File Type: jpg final_render_spy.jpg (81.5 KB, 168 views)
File Type: jpg final.jpg (112.2 KB, 154 views)

Last edited by SPY; 06-11-2008 at 11:10 PM.
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