Forums Aricles
Register Register Register Contact Us
Go Back   Game Artist Forums > Challenges > Speed Texturing

Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 08-07-2008, 02:59 PM   #61 (permalink)
Freelancer
funkdelic's Avatar
funkdelic's User Activity: 4/10
246 - 17
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!
__________________
Rafael Morais
Portfolio
CGS Portfolio

Last edited by funkdelic; 08-07-2008 at 03:22 PM.
funkdelic is offline   Reply With Quote
Old 08-07-2008, 03:03 PM   #62 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Modeling 1st Place Winner of Speed Texturing 
Tiros's User Activity: 10/10
1,140 - 152
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!

Last edited by Tiros; 08-07-2008 at 03:08 PM.
Tiros is offline   Reply With Quote
The Following User Says Thank You to Tiros For This Useful Post:
Old 08-07-2008, 03:14 PM   #63 (permalink)
Freelancer
funkdelic's Avatar
funkdelic's User Activity: 4/10
246 - 17
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
__________________
Rafael Morais
Portfolio
CGS Portfolio
funkdelic is offline   Reply With Quote
Old 08-07-2008, 03:23 PM   #64 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Modeling 1st Place Winner of Speed Texturing 
Tiros's User Activity: 10/10
1,140 - 152
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:

Tiros is offline   Reply With Quote
Old 08-07-2008, 04:04 PM   #65 (permalink)
Senior Artist
HollowIchigoBanki's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling 
HollowIchigoBanki's User Activity: 10/10
482 - 29
Tiros: thanks very much for you help that will be no problem to do in 10 mins, let just hope my new computer arrives before the contest ends! ^_^
HollowIchigoBanki is offline   Reply With Quote
Old 08-07-2008, 04:08 PM   #66 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Modeling 1st Place Winner of Speed Texturing 
Tiros's User Activity: 10/10
1,140 - 152
If not you'll just have to send Doylle some bribes, seeing as he'll be taking care of the vote. Gonna be off for a week starting tomorrow!

Cheers!
Tiros is offline   Reply With Quote
Old 08-07-2008, 04:22 PM   #67 (permalink)
Senior Artist
HollowIchigoBanki's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling 
HollowIchigoBanki's User Activity: 10/10
482 - 29
Quote:
Originally Posted by Tiros View Post
If not you'll just have to send Doylle some bribes, seeing as he'll be taking care of the vote. Gonna be off for a week starting tomorrow!

Cheers!
Cheers, i shall pop out tommorrow and buy a "bribing for dummies" book, i am sure that will do the trick! ^_^
HollowIchigoBanki is offline   Reply With Quote
Old 08-07-2008, 04:47 PM   #68 (permalink)
New Artist
wvanh's User Activity: 2/10
15 - 0
Quote:
Originally Posted by Tiros View Post
Wvahn: Looking good, perhaps a little bulky due to the normals. but overall it's good. Might've wanted to make the metal caps less grainy and have a bit more edge definition though
Thanks for the critique. The bulkiness of the metal was what I was going for. I got some reference pictures and liked the thick layer of rust and the large dents I saw there so I tried to recreate them. As for the graininess, yeah, I guess that could use some toning down. I am a bit confused as to what you mean by edge definition? The metal parts are the only ones that have any edge definition at all, do you mean it could've been more overstated?

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.
wvanh is offline   Reply With Quote
Old 08-07-2008, 05:18 PM   #69 (permalink)
Freelancer
DrLenny's Avatar
DrLenny's User Activity: 1/10
26 - 2



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.
__________________
My Portfolio
DrLenny is offline   Reply With Quote
Old 08-07-2008, 09:57 PM   #70 (permalink)
Freelancer
funkdelic's Avatar
funkdelic's User Activity: 4/10
246 - 17
really cool Drlenny, my only suggestion goes to the specularity, you could have use some colors on it to give a nice effect, nevertheless good job mate
__________________
Rafael Morais
Portfolio
CGS Portfolio
funkdelic is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 10:53 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net