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#1 (permalink) |
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Freelancer
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STC #25 - September 28 - October 5 - Kabar
![]() Please make sure that you've read and understood the rules & submission guidelines before posting your submissions. .
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 28-09-2008 at 09:01 AM. |
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#5 (permalink) |
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Senior Member
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Well this was a fun one!
![]() Click for maps (at 50%)
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#6 (permalink) |
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Freelancer
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What exactly do you mean by pinched?
![]() Looked fine last time I checked.. let's see.. I'll upload the wire of how it looks in my app: ![]() Fleistad: Looking good there mate, won't ya upload your maps at full size so I can steal them? ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#8 (permalink) |
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Amateur Artist
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Sorry about my last comment
I just did something to it to mess it up I guess.![]() Maps - First I made a high poly model for the normal map. - I baked a normal map and an AO - Then starting with the diffuse I gave each part a base colour. - Then I blended in some metal textures. - After that I took my tablet out and painted scratches and detail on a new layer. - The specular is just a bright, contrasty version of the diffuse with some extra colours. - Because I still had some time left I gave the normal a bit of extra detail with the normal map filter. - The lighting setup is just a blue skylight and an orange-ish omni light. |
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#9 (permalink) |
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New Artist
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Fun challenge prolly gonna do it again from scratch
![]() - I starting with the Blade Diffuse, then move to the handle leather map then the move to the smaller areas - Spec map I just Desaturated the entire diffuse image and played with level per Area - no time no normal map ![]() Last edited by Masik; 09-10-2008 at 07:19 PM. |
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#10 (permalink) |
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Banned
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![]() Started with an AO bake, then a base metal I had lying around. I needed a leather base and luckily happened to find one I had saved on my computer after the last time I had needed a leather base. After that I added all of the scratches, some by hand, some brushes. All of the edge work is by hand. I think now I may have overdone this part. Then I decided to paint some lighting into the diffuse, as the knife is very thin and will only pick up the lighting from very specific angles and I didn't want it to look flat in the end. I think this worked very well. The normal was generated with the nvidia filter after blocking in the indent and text with black and moving all the scratches and such up over a white layer and inverting them to make them black. I used the method of generating two normals, one very deep one that only gets large detail, and one small, very detailed one, and overlaying one over the other. Had to play with it a bit to make it not look like tinfoil but I think it turned out very well in the end. The spec was made quickly with contrast, opacity, and saturation adjustments. ![]() ![]() |
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