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Old 02-11-2008, 02:19 AM   #51 (permalink)
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Ok, here's my twisted submission.



Maps

Work flow:
Basically, I created the diffuses by using a mixture of my own photographs, tablet drawings, and some CGtextures. Then I created my speculars and normal maps. Ultimately, I realized that I needed a shader for ANY detail to come through the screen shot, so I tried Doylle's. It gave me an error message, which I found out through these forums that its probably because of my not-so-great video card. Someone on that very same thread mentioned Ben Cloward's shader, so I went with that one. It doesn't seem to use my particular specular maps (I think it just adds a generic specular), but it was better than the really crappy regular screen shot 3dsmax gives. Ummm, I believe that's it.

Critiques are strongly welcomed and encouraged!
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Old 02-11-2008, 04:27 AM   #52 (permalink)
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Quote:
Originally Posted by TheCorey View Post
First I've modeled a simple highpoly model. The key was to model as fast as I could and not worry about how many polys I was wasting. If it looks good in the render it is good as an highpoly. I've baked both and AO and normal map from it

The diffuse was my by just pasting in some texture for cgtextures onto the AO. Then changing contrast, painting extra detail. Defining edges.

The specular is just a blue-ish contrasty version of the diffuse. With some parts darkened and some parts lightened.
Hey,
I noticed you used UE3, but you dont seem to be getting some great results from a good texture, did you set the compression to 'Normals' when you imported your normal map? Also what kinda light setup have you used?

Cheers!
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Old 02-11-2008, 07:35 AM   #53 (permalink)
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Can the deadline be moved for few hours please? It should add a couple more entries atleast. Maybe like 17 gmt0 or something.
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Old 02-11-2008, 07:43 AM   #54 (permalink)
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Here's my entry.



CloseUp:


I am really, really in a hurry, so I don't have time to post the maps right now!
I'll post them later tonight, I hope that's ok to you guys.

Edit, maps added.

:: MAPS ::
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Last edited by [hP]; 02-11-2008 at 05:29 PM.
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Old 02-11-2008, 12:39 PM   #55 (permalink)
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Started out as something serious, then I found out I couldn't use doylles viewport shader in max 7, so i thought that kinda sucked, and the just tried to make something of it as quick as possible





edit: just noticed that the uv is flipped on the left wall so the kanji is mirrored :/
thats no good, but can't change it anymore cause i made this at work during the week, but im at home now
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Old 02-11-2008, 06:09 PM   #56 (permalink)
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I did that render in a hurry, now that I had a little free time, I decided to see if I could come of with something a bit less bland, and here's what I did.

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Old 05-11-2008, 09:15 PM   #57 (permalink)
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@ [hp] yea that 2nd shot rocks more !

depth is the key for presentation anyway... im sure the voting would´ve went way different if just some of the entries would get better lighting and AO and didnt use the existing unwrapping but make 2 different wall textures instead
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Old 07-11-2008, 04:53 PM   #58 (permalink)
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Here it is my results in 90 min all done by hand, normal maps baked in 3ds max and diffuse textures made in photoshop.
Attached Images
File Type: jpg CornerTrip.jpg (233.3 KB, 21 views)
File Type: jpg TextureMaps.jpg (133.4 KB, 7 views)
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