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Old 06-10-2008, 12:38 AM   #31 (permalink)
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Quote:
Originally Posted by requiem2d View Post
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...
Thanks for the comments, I'm really starting to get the desire to make high poly stuff for normals and this was the first thought that popped into my mind. Always wanted to try out the paint deformation tool in max, it's quite handy for things like this when you don't want to fuss with 3rd party sculpting apps.

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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Old 06-10-2008, 12:59 AM   #32 (permalink)
SPY
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Quote:
Originally Posted by thanoz View Post
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!
As it?

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Old 06-10-2008, 05:17 AM   #33 (permalink)
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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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Old 06-10-2008, 05:18 AM   #34 (permalink)
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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...
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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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Old 06-10-2008, 07:17 AM   #35 (permalink)
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Really nice entry Space, it looks very nice, I should give a second try
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Old 06-10-2008, 07:29 AM   #36 (permalink)
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Quote:
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.
Thanks man hehhee, glad that you liked the ""stylized style"" =P
cheers
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Old 06-10-2008, 07:38 AM   #37 (permalink)
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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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Old 06-10-2008, 11:12 AM   #38 (permalink)
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Dear Spy great work./eline sağlık üstad/
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Old 06-10-2008, 11:35 AM   #39 (permalink)
SPY
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Quote:
Originally Posted by firefly7 View Post
Dear Spy great work./eline sağlık üstad/
Hey, thanks.=)

P.S. How translate this text: "/eline sağlık üstad/"=) I don't understand=)
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Old 06-10-2008, 11:54 AM   #40 (permalink)
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eline sağlık üstad.this is mean really good work.i like it
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