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#31 (permalink) | |
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Elderly Artist
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Totally agree with you on the diffuse, I'm planning on continuing this further to see where it can go. I want to take my time and really try to give this dead looking thing some life. |
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#33 (permalink) |
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New Artist
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- 1
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![]() Textures: http://3d-output.com/public_html/spA...une_spikes.jpg First 20 minutes I sculpted/painted a grayscale elevation map in 3D Coat (the first time I have used it - easy to use it is). Next 20 minutes In PS I added some chaos to my elevation map that looked like it was painted by some kid. Once my e. map was more complex, I generated AO from it via self-made AO generator (ATN), which only works with grayscale material, that's why I started the operation weirdly in 3D Coat. Next 40 minutes I spent fixing seams that were absolutely terrible (still are). Then I spent 15 minutes into rendering, in LW. I wanted to make an evil looking tree that would have had some blood on it. As spikes shared the UV space, I could not proceed with my idea. Maybe I should try again and edit the UV first... |
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#34 (permalink) |
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New Artist
![]() 7
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![]() Textures: ![]() First 20 minutes I sculpted/painted a grayscale elevation map in 3D Coat (the first time I have used it - easy to use it is). Next 20 minutes In PS I added some chaos to my elevation map that looked like it was painted by some kid. Once my e. map was more complex, I generated AO from it via self-made AO generator (ATN), which only works with grayscale material, that's why I started the operation weirdly in 3D Coat. Next 40 minutes I spent fixing seams that were absolutely terrible (still are). Then I spent 15 minutes into rendering, in LW. I wanted to make an evil looking tree that would have had some blood on itself. As spikes shared the UV space, I could not proceed with my idea. Maybe I should try again and edit the UV first... Last edited by spAce; 06-15-2008 at 02:47 AM. Reason: The original server that hosts those images will be down for about a week. Had to upload stuff to another server. |
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#36 (permalink) | |
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Freelancer
![]() 238
- 17
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cheers |
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#37 (permalink) |
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Artist
![]() 100
- 13
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virtual psycho entry - thorns - speed texturing
![]() name: Sean Brady (virtualpsycho) time taken: 23 mins maps used: ![]() thorn_norm ![]() thorn_base ![]() thorn_spec/detail/additionalbump Method of Creation Created three varied color pallettes ranging from skin color to brown hex codes: ddccb0 a6927a 807058 Then I create fibers on a black foreground and white background, then i applied gaussian blur to it. then i went and used the same the black and white base to create noise, guassian and monochratic Once i had these two images i merged them to create the above detail/spec/addbump map above. After this i took the three color pallettes and blended them into the detail map. blended the dark color pallette with the blending mode multiply then i blended in the mid tone and light color pallettes over them with the blending mode of color for both. This procedure created the above base map. The normal map was created by filtreing the spec/detail/addbump map through photoshop's normal filter plugin by nvidia. |
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