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#1 (permalink) |
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Founder of Statspaddling
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STC #21 - August 3 - August 10 - Mailbox
![]() Note: The UV's have the ratio of 2:1. So the width of your texture should be double compared to its height, or your UV's won't come out right. Also, for this competition you may open the lids of the mailboxes, note however that an inside has not been modeled.
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#3 (permalink) |
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Senior Artist
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This is my first entry to the STC, so i hope everythings alright. I rushed this texture quite alot and spent around 80 minutes on it
![]() ![]() Yeah its pretty awful but atleast i finished =]
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My DeviantArt |
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#4 (permalink) | |
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Founder of Statspaddling
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Quote:
![]() __________________ *Deleted Image* Didn't like it ![]() __________________ Cypher: It's looking good there mate, you still got those 10 min left to throw together a specular though, think you should be able to manage ![]() Also, it would've been nice if this had gotten an AO, as right now it looks a bit matte and bland due to the lack of shadows. Good job nevertheless. Cheers!
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Last edited by Tiros; 08-03-2008 at 12:40 PM. |
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#5 (permalink) | |
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Senior Artist
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Quote:
Sorry then, mate ![]() That's a nice mailbox! ![]() good job, both of you! I'll do an entry myself aswell. |
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#8 (permalink) |
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Founder of Statspaddling
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Diegio: It seems you rendered it out as a sqaure map although it was supposed to be twice as wide as it's high
![]() Also, a tip would be to use some photosourced images for your texture, they always help. But it's good for being the first ![]() Notorious Nerd: Blimey, did I export my lighting setup? ![]() Usually hide them with "Shift+L", so tend to forget about em. And yes, you may alter it as you see fit. Got so terribly displeased by the former woodtexture and decided to continue working on it.. thought I'd post the outcome. Will of course not be a part of the competition though ![]() ![]() Cheers!
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Last edited by Tiros; 08-03-2008 at 12:38 PM. |
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#10 (permalink) |
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Founder of Statspaddling
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Sure thing. Had to do them a way I commonly not do to get this effect, had to experiement a bit to see what fit this specific shader, and I think it came out pretty nice. Anyway, enough talkin' then, here's the maps
![]() Diffuse Specc Normals I think the normals came out a little weak for being so strong in the maps, but it blends and creates a very nice effect together with the specc ![]() Cheers!
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