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Old 07-07-2008, 11:12 PM   #21 (permalink)
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Originally Posted by Geomancer View Post
Oh okay thanks giles!

P.S What is dw3????
No worries,

DW3 :
Dominance War - Homepage
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Old 07-07-2008, 11:14 PM   #22 (permalink)
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Hey guys, here's mine:

The screens were taken from TRI's in-house proprietary engine "Infernal"






How I made my textures:

I looked up reference first off to get a general idea on what I was going for before jumping straight into the texturing, lessing the probability of getting stuck later and finishing off kind of half assed. But anyway, I started off with exporting the uvs from the model to a 32 bit w/ alpha .tga so I can quickly select my uv set without having to polygonal lasso or rectangularly select peices to start off. I usually copy the uvs to a layer I can put above everything else and set it to 30% opacity so I can show and hide it and still see my texture underneath. I then took ideas and reference from my texture/reference folder for decorative peices that would work with the design I wanted for the swords more detailed areas. I took those and and worked designs into the areas I needed detailed out. This was all in preperation for creating the normal map, usually I will high poly model and bake down most if not all of my normal map but in this case I didn't have the time for it, so after preparing my black and white details in photoshop I took the map into crazybump and generated my normals. After this I took that same normal map into crazy bump to generate ambient occlusion, to lay over my diffuse. Afterwards I overlayed some generic metal textures, editing out any repeating or tiling areas, and placed them over my other layers. I tend to keep a folder in my .psd with the overlay textures over all of my other details, as opposed to having 1 layer of metal base, so that I can edit any of them, add or subtract any texture detail, without needing to touch any of my base or details. After I finished my diffuse, I seperated the actual "texture" and crazybumped that texture and my main normal map texture together to get more slight detail from the overlays to be transferred over to the normals. Afterwards I took my diffuse and seperated the different materials and messed with contrast/brightness and hue/saturation to get my desired effect.

Like I mentioned above, I took screens of the claymore in our in-house engine, Infernal. I had to create a material for the model, but it was basic, just the diffuse, normal, and spec. The material system is extremely similar to Unreal's node based material system. The only difference for us is that it is more artist-friendly, where creating nodes and adding textures and being able to apply it to a model and view it in a model viewer is 10x easier, and more intuitive, so it was quick to do it, which I did inside of the 90 minutes I spent on this. Just a personal habit, I create my material after I have my normal map done and diffuse started and make a quick specular, so that I can put the model in the engine and be able to just simply hit "update textures/materials" and be able to see what it would look like in-game, so that I can adjust my textures accordingly.

There's obviously little things I did in between all of that, but that is the general idea of how I went about creating these texures. Hopefully some of this is helpful
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Old 07-07-2008, 11:28 PM   #23 (permalink)
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Originally Posted by HollowIchigoBanki View Post
Is it me or is there some thing wrong with the uvw, part taht are the same have diffent scales for front and back, and the blade has been made all squashed?

If there is nothing wrong with it, i will have to re uvw map it but will it count towards the final time, as it would probaly take me more than 90 mins ro re uvw map it.
Im suffering the same problem, I use Maya, I'd just re uv map it. No biggie!
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Old 07-08-2008, 09:27 AM   #24 (permalink)
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It has all been explained in the first post of this thread. This is why it is important to read the rules and guidelines, people.

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Originally Posted by Tiros View Post
Note: The maps for this competition should have a size of 2:1, meaning it should have the double width of its height. Therefore the stretched UV's.
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Old 07-08-2008, 11:10 AM   #25 (permalink)
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Quote:
Originally Posted by Geomancer View Post
Im suffering the same problem, I use Maya, I'd just re uv map it. No biggie!
I found it was me that was wrong, i just had to render it at a 1:2 ratio. So there was no need to re uvw it.
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Old 07-08-2008, 03:52 PM   #26 (permalink)
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Great work convict! It looks very nice and you have set a good early bench mark for this comp so well done.

Also nice entry from Fleistad too!



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Old 07-08-2008, 03:55 PM   #27 (permalink)
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really cool stuff guys

who did this mesh?
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Old 07-08-2008, 05:32 PM   #28 (permalink)
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Quote:
I found it was me that was wrong, i just had to render it at a 1:2 ratio. So there was no need to re uvw it.
I'm pretty sure it should be 2:1 since you set the height before the width? Correct me if I'm wrong and I'll edit the first post

Quote:
who did this mesh?
I did, and I'm sorry in case it's in any way unsatisfying as I only had less than 2 hours to complete the mesh and UV's

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Fleistad & X-Convict: Really nice work on those entries guys. Really dig the style on both of em

Cheers!
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Old 07-08-2008, 11:13 PM   #29 (permalink)
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I did, and I'm sorry in case it's in any way unsatisfying as I only had less than 2 hours to complete the mesh and UV's
Just want to know to give the proper credits when I put it on my portfolio
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Old 07-09-2008, 03:47 AM   #30 (permalink)
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Originally Posted by X-Convict View Post
"I usually copy the uvs to a layer I can put above everything else and set it to 30% opacity so I can show and hide it and still see my texture underneath."
A little tip I picked up for doing this in Photoshop;
copy UV's into new layer and place on top as you said.
But then invert the layer and set blending mode to multiply.

That way you end up with a black UV wire frame with everything else clearly visible underneath without the slight opacity.
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