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Old 08-08-2008, 12:34 PM   #71 (permalink)
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Since multiple entries are allowed, I tried my hands on the letterbox as well.
...and of course I, too, forgot about the hatch on the front. Amazing stuff.


All maps up in this

Brief workflow.
Render out the UVs and AO from Max.
Apply base metal texture.
Add rust, grime, scratches and dirt.
Tweak colors.
Create normal map in Photoshop from a quick hand-painted height map.
Spend the last ten seconds creating a specular map.
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Old 08-08-2008, 02:11 PM   #72 (permalink)
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is the time to modify the UVs counted??
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Old 08-08-2008, 02:15 PM   #73 (permalink)
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Quote:
Originally Posted by AHashem View Post
is the time to modify the UVs counted??
Yeah, I believe that it is.
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Old 08-08-2008, 02:24 PM   #74 (permalink)
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Kamrat: I love the color and dirtiness of your entry. I'm kind of a sucker for more realistic looking textures and you nailed the look for a bad neighborhood box. My only real gripe is with the black grime. Even in the part that catches light it is almost entirely black, which makes it look a bit less integrated with the rest (For the graffiti it works because that would probably be painted or markered on there, which would result in more artificial colors). Also the black makes it very obvious where the UV seams are now, as the big grime mark near the handle doesn't "flow" neatly over the edge.
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Old 08-08-2008, 02:54 PM   #75 (permalink)
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This is an update of my entry i used the last 10 mins to change the details Tiros pointed out! ^_^

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Old 08-08-2008, 05:29 PM   #76 (permalink)
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so here is my entry, a wrecked mailbox



All the textures are painted from the beginning,I haven't got much time for the normal and specular maps.

Textures : 3 x 512x256

Maps:

Diffuse Map
Normal Map
Specular Map
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Old 08-08-2008, 07:43 PM   #77 (permalink)
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Here's my entry:


Maps:
Diffuse
Specular
Normal

I started creating a simple high poly mesh with bolts and a lock and baked the normal/occlusion maps onto my low poly mesh. The texture workflow is nothing too fancy: I combined a few metal textures until I got a nice base and then added the color afterwards. I then painted some highlights on the edges and added some dirt to places where it would make sense using the default soft brush with the tablet. The specular map was created out of the diffuse map, just tweaking the colors/brightness/contrast. I could have probably added more details to the normal map but I was offline and didn't have neither the nvidia plugin or crazybump.
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Last edited by Minotaur0; 08-08-2008 at 11:05 PM.
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Old 08-08-2008, 08:37 PM   #78 (permalink)
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Minotaur: Looks awesome! You did all that in only 90 minutes? I can't imagine how you had time to mess with a high poly mesh and baking out normals...

Well, I'm impressed, clearly I have a lot of work to do on my own time management skills.
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Old 08-08-2008, 08:55 PM   #79 (permalink)
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really cool texture minotauro, congratulations

some nice reference for you guys

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Last edited by funkdelic; 08-08-2008 at 09:12 PM.
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Old 08-08-2008, 09:04 PM   #80 (permalink)
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Baking the normal map wasn't a really good idea though, it took me entire 30 minutes to do so :S I could have achieved the same effect with only 5 minutes and the nvidia plugin. I consequently had to rush with the specular but I'm glad with how it turned out.
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