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#61 (permalink) |
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Freelancer
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Hello Mates!
here is mine, gonna give that another try later! this is really helping me to understand better the process of texture creation. ![]() TEXTURES ( 512 * 256 ) I started with some photo research over the internet, after getting some good metal and wood photos, I exported the uvs and baked a nice and good cak... I mean occlusion map, and stared with some texture work, adding dirty and adjusting the level and contrast. I used the Nvidia normal map filter to create the normal, got to say that either I´m too dumb or this plugin never works really well with me, nevertheless I used that to normals. Then I just duplicated the Diffuse map and started with my colorfull specular ![]() and so far thats what I got... have a long road, but I think that I´m moving foward, please comment and critic my texture. thanks you guys! Last edited by funkdelic; 08-07-2008 at 03:22 PM. |
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#62 (permalink) |
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Founder of Statspaddling
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Hollow: If you're really fast, then during those 10 min, quicly make the wood texture less sharp, a bit brighter and add some more hue.
After than, slightly decrease the contrast of the galvanized metal, run a sharpen filter on it, and fade the sharpen at about 50%. Think that should do the trick ![]() Also, adding a weak grunge overlay to the galvanized metal would prolly also be a good idea, to break up the uniform look. Funkdelic: Oh, I want a closeup on that one, or I won't really be able to crit it! ![]() Only crits I got right now is that the woodgrain of the supportbeam is running the ewrong way, and that the cap prolly could've used more edge-definition.. but a great job nevertheless! ![]() /Edit: Hmm, noticed from your maps that your normals look a bit odd.. kinda like you overlayed parts of the diffuse ontop of them? ![]() Cheers!
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Last edited by Tiros; 08-07-2008 at 03:08 PM. |
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#63 (permalink) |
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Freelancer
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Oh heck how noob am I ? I didnt notice that support was wrong hahaha, guess Im going to correct that mistake on the next one mate
, yep as I said the nvidia filter is aways giving me a bad time, that why the normal is lokking weird hehe...thanks mate |
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#64 (permalink) |
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Founder of Statspaddling
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Might be something in the settings. And tbh, I never bothered checking them, just run it through as it is, and then tweak it with the help of layer opacity, copies and painting in the different channels. These are what my default settings looks like tho:
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#68 (permalink) | |
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New Artist
![]() 16
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Quote:
What really frustrates me is those lines across the box. I actually spent time in the normal map to make them look all rusty and dented, when in hindsight a simple straight white line would've looked much better and saved a good 5 minutes or brushwork. Oh well, live and learn. I went back and spent 10 minutes fixing critique points. Obviously I can't enter that, but I thought I'd share the results: Click me for image. Last edited by wvanh; 08-08-2008 at 01:19 AM. |
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#69 (permalink) |
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Freelancer
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![]() ![]() Well first I apply some metal and put grime where needed. Added scratches and added bolts. Put a door latch on the front with keyhole and some small instruction/info paper to it. Also added instructions/info on the top part where you would put the mail. Added the USPS logo and made it look worn and faded out. Apply the AO map which sorta came out right. Made spec and normal map.
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