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Old 08-08-2008, 11:16 PM   #81 (permalink)
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Here is another attempt, gonna give another try soon!


TEXTURES

feel free to critic!
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Old 08-09-2008, 06:58 AM   #82 (permalink)
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Looks good but the paint job on the wood doesn't make much sense.
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Old 08-09-2008, 09:47 AM   #83 (permalink)
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Quote:
Looks good but the paint job on the wood doesn't make much sense.
hehe how come? would be better if I just leave it white?
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Old 08-09-2008, 12:08 PM   #84 (permalink)
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Hello everyone here is my speed texture for the mailbox. This is also my first challenge on this site. Decided to do this because I am not comfortable with my texture skills so I thought this would be a good opportunity to get some practice.



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Old 08-09-2008, 01:20 PM   #85 (permalink)
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Ok, here's my submission (on time this time):



Maps:




So, yea... not good by a long shot, but I'm submitting anyway because, what better way to get critiques?? (and I know I'm in desperate need of them)

This was my work flow: Render out unwrapped uvw. Create diffuse. Create specular. Create normal.

Now, here's my problems: I have no idea what I'm doing with my specular and normal maps. I wanted the mailbox to look like it was a pet project I did at home (i.e. like I went outside and painted my mailbox to be day-of-the-dead inspired). The diffuse was decent (nothing spectacular), but when it came to the specular, and especially normal map, it seemed to go down hill. The main cause: I don't know what I'm supposed to be doing with them.

Specular map: I tried adding more highlights to the mailbox and latch part because they're still metallic, even if they have paint on them. I don't know if that translated through correctly.

Normal map: I used the nvidia plug-in, but I have obviously not made it my b*tch yet. It either looks inverted, or has too many "grains" in it causing shenanigans. I'm not even sure if I needed or should've had a normal map.

So, advice, anyone? (much appreciated!!!)
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Old 08-09-2008, 02:29 PM   #86 (permalink)
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Marcela,
El Día de los Muertos! YAY! I'm obsessed with it, if you couldn't tell from my name or avatar.

First of all, I don't think 90 minutes is enough time to do a completely hand-painted texture. You need to photo-source some things at least.

Nothing is pure black & white in the real world. Your texture is lacking material definition - what's under the paint? Wood, metal? You can use photos of these things and try overlaying them in different ways over or underneath your paint. Even fully painted you can usually tell what an object is made of underneath.

Your paint does seem to be grainy. Try downloading a bunch of Photoshop brushes and use those instead of the default painting tools. You may be able to create a more realistic effect that way.
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Old 08-09-2008, 02:50 PM   #87 (permalink)
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Hello everyone,

this is my first entry, one the last minutes.
Hope to see some nize competitions soon.

I like all the entrys here very different in style.



Maps:



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Old 08-09-2008, 06:15 PM   #88 (permalink)
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I hope I'm not too late



Maps


Viewport Grab


Workflow ->
- Flickr search for some good photographs for textures
- Started adding them to the UV map
- Decided to edit the map a little as it wasnt working for me so well
- Used a metal texture for the blue parts
- Played with levels, added colour overlays and such, etc..
- Handpainted the top orb area
- Was running out of time so didnt get around to adding extra scratches or dirt.
- Decided not to use a normal map, as the decals are all smooth and the dark blue paint obscures much of the detail a normal would add

Also I kinda edited the model a bit, scaled it to be more like the one in my photographs, I dont know if there are different models of this type of mailbox? but the R2D2 one defiantly looks slimmer and taller than your Tiros.
I forget the rules because I dodnt do the speed texturing very often, so because I scaled it a bit I probably broke the rules, oh well, nevermind, only fun and practice

ty bye
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Old 08-09-2008, 11:05 PM   #89 (permalink)
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First I have some z-fighting going on the flag. Not sure if anyone else had that problem.

Well first thing first is to gather up the textures that I was going to use. Started of on the mailbox itself with cooper like color with some detail. Then I went and started on the wood post. Work with wood to give some painted effect that is peeling off a bit, not to much. Then I work on adding in the vines and ivy to the wooden post bring in something a little different. Added in the address number to the side then added in some grime and apply th AO map. Made color spec had to tweak it a bit since the spec for the wood was coming out a bit too much and then added in normal map.
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Old 08-10-2008, 11:00 AM   #90 (permalink)
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Entries are now finished.

Cast your vote in this week's poll!
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