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#61 (permalink) |
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Frequenter
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- 25
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Finally,
After doing this two times unsuccessfully in under two hours, I was able to get the things like Render Settings and workflow considerations behind me and produce something that I can really be proud of. My textures are large, 2048x2048, but I did not see any stipulations about that. I suppose if needed I could scale them down if it meant not getting DQ'd from the competition. ![]() You can download (hopefully it isn't too big) my texture sheet here I wanted to create a look that was representative of an oak like texture that has some bright, but subtlety presented colors that would suggest a poisonous plant. I developed this pattern with use of some filters (palette knife, poster edges, maybe sponge). I tried to create some depth between the resulting patterns by using selecting a color, taking it onto another layer, and using inner or outer shadow. Once I was happy with this pattern, I scaled it down to 1/4 of the canvas size and copied it into every quadrant. I was lucky in that I didn't have to worry about seamless textures because the algorithm photoshop uses for these filters is seamless. I think I repeated the scale down process once more. The result is I ended up with a pattern that's small and repeatable so that I can give a lot of fidelity at a close up level to the final texture. I then took the pattern and scaled it into a different 512x512 document. I created another layer on top of that and masked it out with black. I used a circular gradient to unmask the middle (dragging outward) and ended up with.... a zbrush alpha that resembles my base diffuse texture! Zbrush was pretty much using that alpha (far away camera and low intensity produced the best results). I then went back in and lightly snaked some vine like topology around the plant. I finished it up with a closer and smaller drag dot along the snake like vine to make sure it didn't look too fake. I also went around the plant and bubbled out the edges that surround the thorns themselves, almost like a knot on a tree. I baked out the normal map from Zbrush using the Maya best quality settings, and exported out the highest levels in obj. I then used xNormal, my new best friend, and baked an AO using the high obj. This took a little over 30 minutes alone with higher sample settings and 2048 resolution. The next portion I worked on was back in Photoshop. I took the AO and the Normal map and used them to get a very feature rich diffuse map. I think it produces something that you can see from a distance, but when you get close you get some great details. I also made, as you can see on the texture sheet, very simple thorns. The rest of my time was spent tweaking lights and a few settings for a good render, taking the resulting shots into photoshop and compositing them at the speed of light. I'd love to hear comments and critques. Last edited by Sentientv2; 15-06-2008 at 12:44 AM. Reason: added texture maps link and walkthrough process |
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#62 (permalink) |
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Game Art Student
![]() 135
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![]() Horror Themed thorns. Its handpainted...so not much to say. Mostly the Paint and smudge tool was used, and a bit of the ol clone stamp. I baked the lowpoly to itself to get a quick normal map for the sole purpose of being able to see were the spikes were, and followed the techniques in this thread for the normal map: http://www.game-artist.net/forums/tutorials/5813-creating-deep-normalmaps-nvidia-plugin-photoshop-new-post.html Diffuse: http://img300.imageshack.us/img300/2...diffus2ms1.png Specular: http://img213.imageshack.us/img213/9...pecularkx0.png Normal: http://img249.imageshack.us/img249/3...normalscc5.png |
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#63 (permalink) |
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Freelancer
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People, note that the deadline is today, I think I'll close this down somewhere around 15:00 GTM. So there's still time
![]() Cheers!
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#65 (permalink) |
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Senior Member
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This is my first entry to the speed texturing comps, So hello everyone!
I have always wanted to enter but had never got round to it. Not very good at hand painting so thought this would be a good start, to see if I can get better. Impressed with the work so far, good work everyone. Fully textured model ![]() ![]() Textures ![]() ![]() Hi Poly Zbrush Model ![]() ![]() My time was as follows 25 mins on the Hi poly zbrush model. 80 mins on texture painting, I done all the painting in zbrush that way I never really had to worry about seams. (Generated Normal map in zbrush too.) I then spent the last 15 mins messing with the levels in photoshop and added some extra shading detail. I also created a very quick specular map, which I'm not happy with at all, but I ran out of time. Overall, I've never really tired to make something like this before, it all felt a bit rushed. So there is a lot I would do differently if I could do it again, but I hope that you's like it anyway. p.s. I have the zbrush script files of most of the work I did so if anyone wants I can create a video of the whole thing and post a link to it? |
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#66 (permalink) |
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Freelancer
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Dude, sorry.. I just threw up the voting thread a min ago.. I'll se if I can edit and do something about it
![]() Cheers!
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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