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#11 (permalink) | |
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Senior Artist
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Quote:
![]() Don't get me wrong, this theme is wonderful, I'd love to texture an RTS building but the current model is too simplistic/boxy. The model in the preview pic looks awesome though ![]()
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Digital portfolio |
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#12 (permalink) |
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New Artist
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Heres my offering, sadly embarrassing compared to you guys however!
I ran out of time so i had to rush the last bit, which was a shame. ![]() First i painted a grey base layer, then i added the holes on the turret gun (For air ! ), then i added decals like rust and bullet holes, if i had more time I would make it less linear and make it stand out more! |
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#13 (permalink) |
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Senior Artist
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It's the model, not the theme, I think. Besides the one cylinder it's real blocky. If you're ever strapped for time with these things, I'm sure plenty of us would be willing to help out.
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www.benbolton.com |
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#14 (permalink) |
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Industry Artist
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Hmm.. well it took me 25 minutes to completely re-unwrap the model the way I was planning to do it.. that's a lot of texturing time to give up! So now I'm not sure what to do. There's really no wiggle room on that? Either use the provided unwrap or give up time to redo it?
I actually love the unwrapping process, putting the pieces together and maximizing on texture space, seeing how the pieces all fit together... bah, I'd rather unwrap my own stuff.. but I don't want to be penalized for it, haha.. |
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#15 (permalink) |
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Founder of Statspaddling
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Kaskad: Aye, you guys are right indeed. Well, I'll make sure to start a bit earlier on the next model though.. Throwing something together the same day or the night before doesn't really work. Going from about 20-25 entries to 8 etc.. that's quite horrible really..
Elf Kitty: Well, currently this is how the rules are, and you will indeed have to take the time of the unwrapping into consideration. I guess I could look into and have a discussion about the rules, but that's only if enough people are actually intrested in changing them? Cheers!
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#16 (permalink) |
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Industry Artist
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Alrighty! I guess I'll be doing an hour texture then, haha, I'll have to really push myself to get it done the way I want! Thanks for the fast reply. =)
Ohhh wait multiple entries are allowed.. maybe I'll do another one with the current unwrap... texturing is fun Too bad I have to get back to my *actual* work now, haha, I'd rather work on this at the moment. ![]() |
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#17 (permalink) |
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New Artist
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I really messed this one up. I decided I'd go with a quick and dirty photo texture job. I left the UVs as they were, which made my occlusion bake go nuts, took 5 minutes to fix that. Most of the pictures I used came from cgtextures.com. Ended up spending way too long on the diffuse though, some 80 minutes, this meant I had to basically collapse, desaturate and select some white areas to make my specular map in 30 seconds and that left me with 10 minutes to hack together a normal map using the nvidia photoshop plug-in. I'm pretty sure the lack of time on the NM and Spec maps brings down the whole, but oh well, live and learn.
Rendered in mental ray with physical sun and sky as I didn't have time to make a nice light setup. Textures were made in 2048 and scaled down to 512. ![]() image comp of renders ![]() maps |
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