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#1 (permalink) |
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Founder of Statspaddling
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STC #28 - November 9 - November 16 - Tire
![]() Make sure you have read and understood the rules & submission guidelines before entering the challenge. .
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Last edited by Tiros; 11-11-2008 at 09:07 AM. |
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#2 (permalink) |
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Game Art Student
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Definately going to enter this time when i get the chance (got exams)
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio |
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#4 (permalink) |
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Game Art Student
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is it just me or are the uv's stretched? (i think they are just 2:1)
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio Last edited by sampson; 11-10-2008 at 01:20 AM. |
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#5 (permalink) |
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Game Art Student
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heres my entry - a bit rushed not that great
![]() maps at 50% usual references, photo sourcing with tweaks and editing, overlays EDIT: NEW UPLOAD 100X BETTER THANKS FOR THE CRITS GUYS I MADE IT SO MUCH BETTER
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio Last edited by sampson; 11-11-2008 at 01:25 AM. |
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#7 (permalink) |
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Founder of Statspaddling
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Oh, aye aye! Forgot to mention, they're in a 2:1 ratio
![]() The model/UV's are also done in Maya, so in case they're odd in some way, it's prolly something I messed up, you see, I'm pretty new to maya and only used it a few times, trying my best here though. (Don't have an internet-connection at home ftm, and only got maya at school) Sampson: I think your main problem is the materialdefinition, it all looks a bit like concrete and you can't really tell where the transition from metal to rubber is. So work a bit on that, otherwise it's good ![]() Cheers!
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Last edited by Tiros; 11-10-2008 at 06:11 AM. |
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#8 (permalink) |
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New Artist
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Oy all!
Here's my sixties style tire, it was rather fun to do I must say! Wicked. ![]() and the maps 50% size: textures How? First I checked up some reference shots at flickr.com. When I had enough I started with the base colors for each part. Then I started with the bluish metal parts, pasting images of base metals and editing them in ps. Went on to the red part, created the scratches and flaked paint with custom brushes by erasing a mask applied over a metal texture. Added dirt, and some hand-painted AO in some sharp angle areas (eg where the red painted metal ends). Decided to leave the back alone. Created the specular by adjusting the colors and curving away to get the right amount of light. Finally, the normal map was created from the specular by going through every layer that I was going to use for the normal map with the xnormal filter and changing the blend modes to overlay so that I can adjust the opacity of each layer to my liking. First time posting so excuse me if I went too far with the details! |
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#9 (permalink) |
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Artist
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this seems to become a very interesting one, i hope i found myself some time again
@sampson, agree with tirosī concrete comment, otherwise really good job, normals look very effective @pumbaa, the 60īs idea turns out really good imo, but what i found a bit disturbing is how you can see the polylimit at the black/white rubber transition, probably not easy to change tho since the uvīs are just stretched that way. im not sure ![]()
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working on TACTICAL ASSAULT (Graphic Artist, UI) |
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#10 (permalink) |
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Artist
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pumbaa..love the 60's style,good choice!
..it would be cool to see the chrome popped out some more,looking a bit flat at this stage..btw,your textures link doesnt work for me Sampson..filthy, ..I agree with the others too,get some seperation between the surfaceshere's my attempt,needs some work on the seams & the normal is a bit strong in some places(metal),not strong enough in others(tread)..not sure about the spec? started from a photo with a lot of rough painting,got the tread from google,about 20 minutes in I remade the uv's to get some more space & lower the overall size,created a height map based on the color map & used that to get a normal map out of crazybump. could be better but the clock was ticking rendered with Doylles shader Cheers Stefan Textures ![]()
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-Spotlight Article-Hard Surface Texture Painting- |
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