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Old 07-20-2008, 09:33 AM   #1 (permalink)
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STC #20 - July 20 - July 27 - RTS Defensive Turret



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Old 07-20-2008, 02:00 PM   #2 (permalink)
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Cool! This will be my first speed-texturing challenge, and I couldn't find an answer to this: are we allowed to overlap UV's? If I were texturing this turret the way I am used to doing things (with just a diffuse map), I'd probably use the same texture on the right side and the left. *But* I am not used to creating textures for normal-mapped objects (something I am learning at the moment!). If I am planning to create and use a normal map, do I want the whole object unwrapped, with no overlapping? Any advice on this would be greatly appreciated. =)
And I'm guessing that building a higher-poly model to create a normal map from counts towards the 90-minutes, right?
Thanks!
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Old 07-20-2008, 02:32 PM   #3 (permalink)
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Yep, creating a highpoly model will be included in the 90 minutes, same with sculpting.

The model however is already unwrapped. You may change the unwrap as you see fit, but I don't really think it's nessecary seeing as you'll need that time for texturing. There's no point in not overlapping two segments while being normalmapped if they're both to look the same, you'll have to take into consideration if you're projecting from a highpoly model to move the overlaping segments +1 x/y in the unwrap to avoid some nasty errors though.

Cheers!
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Old 07-20-2008, 07:45 PM   #4 (permalink)
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Okay, so if I choose to unwrap the model in a different way, that time will count towards the limit? I didn't think it would, since the "texturing in 90 minutes" challenge begins with an unwrapped model either way... But rules are rules I guess! Now I just have to figure out if it would be worth the time to unwrap it again, or just jump into texturing..
Thanks for the error warning! Like I said, I'm new to this creating normal maps thing, so this might go well and it might not.
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Old 07-20-2008, 10:26 PM   #5 (permalink)
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Very good idea for this comp



Started off by baking the shadows as usual, only I also added a plane underneath the gun, since in-game this will always be located on the ground and therefore the shadows will be more correct. Then I assigned different parts of the gun either dark gray or medium green and baked that out at 100% illumination as a "diffuse" to start with, to save myself the hassle of manually selecting and filling everything. From there I threw on a few overlays to take the diffuse from a flat color to more of a base. About half an hour after that I spent scratching the thing up manually. I really ought to make some brushes for that, but haven't. I guess it probably comes out better if done by hand anyway. After that came the screws in the main body and the holes in the barrel. I felt like it was lacking something, and, inspired by a show that was on in the background (Generation Kill), put the painted stuff in. There's a smiley face on top with some kill counters and a big old stripe through the middle. I figure, if it were to go in-game, these painted parts would change color to indicate which player owned the gun. Then I added rust around any jutting-out parts and called the diffuse done. The specular was done in the last 10 minutes, with the intention of making the dark metal parts very shiny and everything else a bit more matte.

If I had another hour, I would definitely have done a high poly bake, but I did not think it practical under the time restrictions.

Diffuse


Specular
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Old 07-20-2008, 11:15 PM   #6 (permalink)
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I know you guys work hard for these weekly comps but this is one hell of a boring model, no offense
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Old 07-21-2008, 05:14 AM   #7 (permalink)
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Yea, seems like it unfortunately, and no offense taken, I pretty much figured by the shown intrest so far

Thought some people might be intrested in texturing some kind of rts-building thingy. But, I guess next time I'll stick to the usual prop theme really..

Cheers
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Old 07-21-2008, 07:10 AM   #8 (permalink)
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My turret

Hello!
This is my first entry for that speed texturing challenge,
I didn't like so much the subject, but...



I started collecting some references of metal, rust and vehichles, then baking ambient occlusion in modo.
The result was a map with a basic metal texture with ao.
So I added rust, scratches, paint.....and bird poo!
For the normal, once the diffuse was finished, I used X normal.
Finally(last 5 minutes) i made the specular map!

That's all!
Attached Images
File Type: jpg def_turret_d.jpg (142.6 KB, 39 views)
File Type: jpg def_turret_n.jpg (176.4 KB, 21 views)
File Type: jpg def_turret_s.jpg (132.7 KB, 6 views)
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Old 07-21-2008, 07:53 AM   #9 (permalink)
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I actually think this is quite interesting, I doubt I'll win but I will still give it ago, I'm starting now
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Old 07-21-2008, 08:09 AM   #10 (permalink)
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Quote:
Originally Posted by samgriffiths View Post
I actually think this is quite interesting, I doubt I'll win but I will still give it ago, I'm starting now
GO! ..we're timing you! tick tock

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