Forums Aritcles
SEARCH:
LOGIN:
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 10-14-2008, 06:00 AM   #11 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Silver Star 
Tiros's User Activity: 10/10
1,384 - 207
Disaster: That's quite good seeing you've only been texturing for two months

What kind of lets this piece down however imo, is that you went a bit too straightforward on the photoreferences as it comes to grunge, atleast it seems like it. You should think a bit more about where to put it, and how to distribute it in a convincing way.

You might also want to look into making a highpoly and generating normals and AO from it. Also, some edge-definition wouldn't be a bad thing

Good job nevertheless!

Cheers!
Tiros is offline   Reply With Quote
Old 10-14-2008, 07:07 AM   #12 (permalink)
Freelancer
-Shadow-'s Avatar
-Shadow-'s User Activity: 0/10
4 - 0
Hi all




Maps

Short Description
- added AO bake.
- found appropriate textures of metal, grunge and scratch in my textures library
- painted strips and hole
- created metal parts from texture.
- created solar barricade lamp from photo.
- created frame for sign.
- added text to the sign from photo.
- added some grunge and scratch layers to the mix.
- created specular map.
- created normal map with Nvidia plugin.

Last edited by -Shadow-; 10-15-2008 at 04:44 AM.
-Shadow- is offline   Reply With Quote
Old 10-14-2008, 07:38 AM   #13 (permalink)
New Artist
Winner of Speed Texturing Winner of Speed Texturing 
susia's User Activity: 0/10
22 - 3
Hiyas!

Thanks for the nice model, but that UV unwrap is looking very strange in those "wooden bars". There is also a problem with padding in those areas, but it won't matter much... Maybe someone should double check it just in case my MAX is giving me the usual strange glitches. I could probably re-unwrap it if needed.

Here is a pic:

susia is offline   Reply With Quote
Old 10-14-2008, 09:11 AM   #14 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Silver Star 
Tiros's User Activity: 10/10
1,384 - 207
Shadow: Sorry for not critting, but I'm really tired right now, got an art-class from 10.00-20:00.

Susia: Well, I'm not sure why it looks like that, I'm pretty sure the UV's were ok while I textured it

Kind of looks like it switched places with certain segments.

I can't really look it up now I'm afraid, as I'm not at home ftm. But I'll have a look at it tonight when I get home.

In case there's nothing wrong, I guess you'll just have to re-unwrap it, and seeing as it's not supposed to be like that I guess you won't have to add that to the time-limit. But what parts exactly had this problem, just the bars?

I never got around to texturing the sides as I ran out of time, so might've missed something myself.

Oh, and btw, they're not made out wood, it's actually plastic. Atleast for this model. That's up to you tho

Cheers!



Cheers!
Tiros is offline   Reply With Quote
Old 10-14-2008, 09:55 AM   #15 (permalink)
New Artist
madmenno's User Activity: 1/10
18 - 2
Hi, i can't seem to find the texture size that may be used. 1024 would be pretty normal for a piece like this but i can imagine using a larger size to make it realy look crisp. So is it up to us? And what a poly waste with the chamfered corners of the sepperate signs .
madmenno is offline   Reply With Quote
Old 10-14-2008, 10:01 AM   #16 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Silver Star 
Tiros's User Activity: 10/10
1,384 - 207
Yep, the texture-size is up to yourself.

Why do you consider the chamfering being a waste?

It gives it a round shape instead of having to mask it out with a small alpha... and that'd be a waste imo!

Cheers!
Tiros is offline   Reply With Quote
Old 10-14-2008, 10:31 AM   #17 (permalink)
New Artist
Winner of Speed Texturing Winner of Speed Texturing 
susia's User Activity: 0/10
22 - 3
Tiros: I rearranged the UVs because I don't have a job and I have too much free time :P. You busy students don't have time to meddle with these minor tasks. Here is the new layout:



It's not perfect. I also rotated the signs so they aren't upside down.
Attached Images
File Type: jpg UV.jpg (166.8 KB, 2 views)
Attached Files
File Type: zip STC_26_Barricade_UV2.zip (24.8 KB, 11 views)

Last edited by susia; 10-14-2008 at 10:33 AM. Reason: typo
susia is offline   Reply With Quote
Old 10-14-2008, 12:39 PM   #18 (permalink)
New Artist
madmenno's User Activity: 1/10
18 - 2
Your probably right Tiros . But well if texture size doesn't matter a alpha map would look better. And if you would make a smaller sepperate map for the signs and use that small size for a alpha map it would not take up that mutch memory.

Anyway, my times up and didn't finish for my first STC. Got realy anoyed by the uvw layout, wish i checked here again after susia's post . Still i'm pretty sattisfied, normally it takes way longer for not mutch more quality. Nice way to learn, i'm gonna try entering each week.
Attached Images
File Type: jpg roadsign.jpg (354.2 KB, 65 views)
File Type: jpg roadsign_difuse.jpg (773.1 KB, 25 views)
madmenno is offline   Reply With Quote
Old 10-14-2008, 03:12 PM   #19 (permalink)
Founder of Statspaddling
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Silver Star 
Tiros's User Activity: 10/10
1,384 - 207
madmenno: Well, it's tru, but these models ain't really all fit for a game though, they might be optimized a bit in one way or the other, but the most of em got some wasted pollies or other things here and there, just to make the texturing-experience more rewarding or intresting

Susia: Sorry, seems the UV's actually were messed up at the ends of the bars. But I updated the .rar now tho'

Quote:
You busy students don't have time to meddle with these minor tasks
It's not like I don't have a choice. I choose to do this as I enjoy contributing to the community, and so it's also my responsibility that it actually gets done, but I appreciate the help

Guess people gets to choose the unwrap they're the most comfortable with then ^^

Cheers!

Last edited by Tiros; 10-14-2008 at 04:30 PM.
Tiros is offline   Reply With Quote
Old 10-14-2008, 05:46 PM   #20 (permalink)
New Artist
Winner of Speed Texturing Winner of Speed Texturing 
susia's User Activity: 0/10
22 - 3
Tiros: I was just being sarcastic with that phrase and I guess I failed miserably. Heh. I understand how much it takes to actually give your own free time away just to contribute something to the community. I really appreciate it. Some blunders in the UV is not a big deal. It happens, no-one is perfect. I hope somebody finds the new UV useful.

Cheers
susia 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 01:28 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net