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#21 (permalink) |
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Senior Artist
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ImagineFX | Home ...this site has a ton of tutorials for handpainting.
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#24 (permalink) |
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Senior Artist
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This is my first go at hand painting and the third model i have textured, i was trying to texture it in the style of a game called Oblivion, my fav game!
to make the texture i started with a base colour of brown then keep adding colours like green and different shades of brown till i was happy with the effect, then i used the sharpen filter. the next stage was to add some more filters, i used film grain and sponge, the i blurred the image and ran the sharpen filter. The last stage was to change the huge saturation, i flicked through and choose a green colour. then i selected just the thorns and changed them to blue. ![]() ![]() |
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#26 (permalink) |
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Senior Artist
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SPY, I like the concept a lot. It would be cool if you put the white parts of those thorns in a separate almost black/white image and used it in the Glow part of your shader. It glows in the texture - would be sweet to see it glow in the render too!
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#27 (permalink) |
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Elderly Artist
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I'm glad I finally tried one of these STC's. This was a real blast making and I think the results are pretty decent. Theres nothing really special about the texture as it's quite basic but I feel it looks good for my current abilities. Please critique.
![]() Work flow: Everything was done using 3ds max and photoshop cs3. I started out by making a high poly version of the mesh to bake out a normal map and to bake out a base to start the texture with (hope this was ok to do, should have asked before hand). 3ds Max - High poly mesh was made by applying MeshSmooth several times then I used the 'Paint Deformation' - "Pust/Pull" tool at a very low setting and brush size and painted the surface until it looked good. Baked out normal map and then a complete map with a brownish light setup. Photoshop CS3 - Started off with the baked out complete map and added a couple different dirt layers using grunge brushes and varying brown/green colors. Those layers are using multiply to give a subtle effect. Made the specular map following Tiros tutorial he recently made. I forget a couple of the steps as I did some experimenting but this is the gist of it. Still have a lot to learn, thanks for viewing. ![]() Last edited by showNOmercy; 06-09-2008 at 09:49 PM. |
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#28 (permalink) |
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Game-Artist.Net Founder
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showNOmercy, I like the flow of the normal map, gives it a realistic touch. Think your diffuse could have used some more life-like/organic detail, but when time runs out, it's out!
Nice one... |
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| The Following User Says Thank You to requiem2d For This Useful Post: |
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#29 (permalink) |
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Freelancer
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Hi guys, here´s mine stylized thorn
![]() 3dsmax, photoshop and zbrush First I went to zbrush and did a quick sculpting for the round shapes and fine details, then I baked my normal and occ map inside max, using the render to texture menu, after that, i started painting my maps based on the occ map, it can help a lot with shadow and light placement, when I was satisfied with the colors, I did some tweaks with the level and contrast, then I used the diffuse map to generete a glow map and the specular map, and thats that. 65 min ![]() 512*512 - difuse, normal, glow and specular map |
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#30 (permalink) |
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Senior Artist
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THANK YOU FUNKDELIC!!! This is what I was hoping to see - concepts that reference can't provide. Very interesting design, nice choice of colors - hear that everyone.....COLORS....plural! I wonder what this would look like with 8 hours of polish.
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