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Old 31-01-2009, 05:28 AM   #41 (permalink)
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Originally Posted by sampson View Post
here's my entry (first yay!!)

tiros i hope it is allowed after i take my screenshot to change 3ds max viewport background colour in photoshop??



ugh do i realy need to say how i did it!

(its maybe a little green)
I'd like to know your work-flow with this texture if you have time, thank-you
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Old 31-01-2009, 06:42 PM   #42 (permalink)
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Here my second entry. ^_^
The good news is that is a lot better than the buggy...
The bad news is that I follow the Hard surface painting tutorial and the author of the tutorial is taking part to the challenge too. LOL
BTW: Thanks Stefan, very instructive tutorial.
For specular I followed the Tiros tutorial (Thanks you too)
I baked the AO and then I removed the artifact in photoshop.
Then nothing so say.. just followed the tutorial.

I used all the time (120 min) but I feel that I can add a lot of more detail.

Here the maps. Diffuse and specular. The original maps where 1024x1024.


Oh my... I'll never win but It's so funny..
Now I'm gonna study the others maps.
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Old 31-01-2009, 11:23 PM   #43 (permalink)
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Quote:
Originally Posted by samgriffiths View Post
I'd like to know your work-flow with this texture if you have time, thank-you
okay... i have a few common techniques i have when i make textures, these are:
  • keeping the diffuse very subtle, not much noise and grunge (apart from grunge like dirt and rust which is alot more opaque)
  • having the specular quite stronger with the grunge.... this is only a problem when theres absolutely no real good light on the model and it can look a bit boring
  • a subtle normal aswell

A big mistake i see is making noise/grunge/everything just a bit too large. like huge bits of scratches or spots, when they look alot better small and to-scale as they are in life.- the entry above me (by ilmale) sorry to pick on you - is an example where he didnt think about his specular map. the paint is more specular than the metal - which i think if he darkened the paint, lightened the metal it would look alot better. i probably also would have made the diffuse slightly dakrer to compensate for the light specular

- this is why i had three different maksed level adjustments for my specular - one for the paint, one for the metal and another for rubber/stickers.

what i do in 3ds max is apply a material colour to say the green bits, a material to the metal bits, a secondary metal etc.. then when i render to texture i do a diffusemap for that and a lighting map for ao... this would probably be easier to do in a video which i might do somtime (but not for the speed texturing entry, something a bit more interesting) like a free EAT3D next-gen tutorial.
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Last edited by sampson; 31-01-2009 at 11:26 PM.
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Old 01-02-2009, 06:27 AM   #44 (permalink)
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Quote:
Originally Posted by sampson View Post
okay... i have a few common techniques i have when i make textures, these are:
  • keeping the diffuse very subtle, not much noise and grunge (apart from grunge like dirt and rust which is alot more opaque)
  • having the specular quite stronger with the grunge.... this is only a problem when theres absolutely no real good light on the model and it can look a bit boring
  • a subtle normal aswell
A big mistake i see is making noise/grunge/everything just a bit too large. like huge bits of scratches or spots, when they look alot better small and to-scale as they are in life.- the entry above me (by ilmale) sorry to pick on you - is an example where he didnt think about his specular map. the paint is more specular than the metal - which i think if he darkened the paint, lightened the metal it would look alot better. i probably also would have made the diffuse slightly dakrer to compensate for the light specular

- this is why i had three different maksed level adjustments for my specular - one for the paint, one for the metal and another for rubber/stickers.

what i do in 3ds max is apply a material colour to say the green bits, a material to the metal bits, a secondary metal etc.. then when i render to texture i do a diffusemap for that and a lighting map for ao... this would probably be easier to do in a video which i might do somtime (but not for the speed texturing entry, something a bit more interesting) like a free EAT3D next-gen tutorial.
Thanks.

I tried this challenge and although I didn't finish within the time, I believe I learned some things about painting grunge around the edges. (I take a small irregular brush and adjust brush options so when I paint I use it at 1-5 px and it looks very random around the edges)

In my attempt I didn't use photo sourcing ( Which I believe can be quite good when used appropriately for rush spots etc ).

The rims on your diffuse, are they photo sourced or hand painted?

Last edited by Tiros; 01-02-2009 at 11:06 AM.
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Old 01-02-2009, 03:50 PM   #45 (permalink)
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here's my entry for WW2 Generator texturing.......
i know m bit late guys............. my internet problem failed me down to earth......

but still posting my entry to get reviews abt my texturing part as i m a new texturing artist... .............. so please feel free to tell me my mistakes as well as give appropriate n suitable comments to me for my work .

n yes i will be on tym next tym.....

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Last edited by anim_dude; 01-02-2009 at 03:51 PM. Reason: tag mistake
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Old 01-02-2009, 04:19 PM   #46 (permalink)
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Here is my entry into the WW2 Generator.
Went a bit over the time limit. I would say 170.
Had a bit of Trouble with the AO but other than that. But all good though.
Used Maya, Crazybump and Photoshop.


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Old 01-02-2009, 05:43 PM   #47 (permalink)
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Sorry I'm Late

If this entry doesn't get in, that's fine with me I just did it for the experience. If Tiros or Stefan would like to comment on this, I would greatly appreciate it.

I started of using the render to texture to create a diffuse color and a AO map. Once that was done I overlayed the AO using multiply on top of the diffuse color. then i took a metal texture and overlayed on top of the diffuse color. I used 2 different types of metal in the texture & adding a few other things as well. The tire looks awful and I should've fixed the UV to my liking.

I made the specular map by using copy merge command. then I desaturated it, then I adjusted the contrast and brightness. to get the normal I used the desaturated map and put it in crazybump. that's pretty much it. I hope I can get some feedback.



MAPS

Last edited by kaze369; 01-02-2009 at 05:51 PM. Reason: wanted to add more
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Old 02-02-2009, 07:05 AM   #48 (permalink)
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Quote:
Originally Posted by sampson View Post
the entry above me (by ilmale) sorry to pick on you - is an example where he didnt think about his specular map.
I'm happy you pick up me..
I thought that paint would reflect more than bare metal.
Obviously I'm a totally nOOb here, and every time I have to try some combination.
But I'm here to learn and enjoy the competition, so It's ok when somebody point me my error, I can improve.
By the way, your maps are very interesting, I think that the fact to put a lot of detail in specular an leave the diffuse very subtle it's a great idea.
I'm gonna try. Thanks a lot for sharing.
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