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Old 09-02-2009, 01:12 AM   #11 (permalink)
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Quote:
Originally Posted by latinmessiah View Post

Tiros: Thanks for including various file types, ie: Maya!

How I did it...

Since the uv's looked solid and non-overlapping, I skipped the usual routine of re-wrapping and went straight to baking maps.

First I duplicated the model, beveled the edges, and used "transfer maps" to get the normal and ao maps. Then, I used three textures (rock, stone, and brick) which I found at CGTextures. Not having to worry about tiling them saved a lot of time in Photoshop, so I just slapped them in there and scaled as needed, followed by the usual levels and color adjustments.

Once the diffuse texture was ready, I began isolating the different layers according to the material type (rock, stone, and brick) then saved as a separate normal map (rock_rough, rock_detail). I did this for stone and brick as well. The reason I did this is to independently control the level of detail via layer opacity. I used to use Crazybump's nifty sliders for this, back when it was free.

For the spec map, I just used the diffuse texture along with a desaturated/level adjusted version of the normal map. A friend at work showed me this and it's a great way to add back in the highlights and shadows that is incorporated into the normal map.

To light the scene, I used two orange spotlights for the candles and three point lights for the right, middle, and left sides of the altar.
WOW! your entry looks really kick ass. but I got the impression that we could only use the default lighting in these kinds of competitions. if not then I should start lighting my scenes from now on. Your entry will definitely be in the top 5.
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Old 09-02-2009, 03:14 AM   #12 (permalink)
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I'll definitely be doing this one.

Kaskads looks pretty cool, It looks similar to something that may appear in the game 'world of warcraft'. Good work ^^
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Old 09-02-2009, 04:43 AM   #13 (permalink)
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I used a mix of handpainting and photos from cgtextures. Really liking the end result, turned out better than I had hoped.

Normals and speculars are really rushed since I almost ran out of time fiddling with the diffuse.



MAPS HERE
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Old 09-02-2009, 08:11 AM   #14 (permalink)
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Maps

Well, as per usual I spent too much time on the diffuse. So much in this case, that I couldn't make a specular map. Diffuse was made in my usual way of painting lines and stuff where I want them, blending together a few cgtextures.com pictures, overlaying those. For details its mostly patterns found online, extracted, and put back in in seperate layers with outer and inner glow. This makes doing bump maps easier at the end. I baked the occlusion and multiplied that over the top. Then I rushed a bump map through in the last 2 minutes, but noticed I didn't have the nvidia normal map tool or anything, so left it as a bump map with maya interpolating. Sadly this has made the moss kinda weird looking at the seems between the bricks. Added some lights, set maya viewport to high quality mode, and pressed the printscreen button. Et voila.
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Old 09-02-2009, 09:09 AM   #15 (permalink)
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Quote:
Originally Posted by kaze369 View Post
but I got the impression that we could only use the default lighting in these kinds of competitions. if not then I should start lighting my scenes from now on.
I don't see why it wouldn't be allowed. As far as I know you can't do it in the SMC contest because it's purely about modeling. But it's alright here.
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Old 09-02-2009, 09:38 AM   #16 (permalink)
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Maps.

This is the first time i participate to a texturing challenge.
I made a simple render for this one (scanline with 2 omni lights) 'cause the hlsl shader for max is giving me a blobby thing.

I haven't the time to finish my work, and some parts aren't good (at all Oo). I haven't make a HD vers of the model, so i kept the shadows when i made the normal map under shader map (to get a nice round shape).
I also baked a bump map on the normal (with nvidia map filter and overlay blending mode) so it was more detailed.
The spec was generated with shader map.

Last edited by Valerien; 09-02-2009 at 11:31 AM.
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Old 09-02-2009, 12:21 PM   #17 (permalink)
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Quote:
WOW! your entry looks really kick ass. but I got the impression that we could only use the default lighting in these kinds of competitions.
Ofc not! Lighting is very important when showing off the textures


Good job everyone, some really good entries here, keep those coming!
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Old 09-02-2009, 01:23 PM   #18 (permalink)
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Maps

I thought this model was too big for one texture so I started off with splitting it into 3 different materials. First I created the rock diffuse. It's just 2 photo textures blended. Then I've put the diffuse through Crazy bump and messed with the settings untill it felt right. For the stones, I started painting a height map first. Then I've put the height map through crazybump and then finished the diffuse. Rest was just made by using some photo textures. Keeping in mind that I needed a height map in the end and therefore using lots of layers. Also For Normal maps. I always make a height map and get it through crazy bump. Then I take the entire diffuse and do a normal filter on it. That goes on top of the height map result. It makes things that need a bump stand out and makes the rest look nice and sharp.

Finally when everything was ready I imported it into the unreal engine. To save time I didn't bother to make any spec maps. Instead I made them in the material editor. I just take the diffuse attach it to a multiply and put a contant 3 vector in channel B. This usually gives really nice results. Sometimes even better then making one in Photoshop.
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Old 09-02-2009, 02:53 PM   #19 (permalink)
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maps


Hello.. this is my first post in this forum and also my first texturing competition.

Firstly I wanted to achieve an "ice" sort of theme so i decided to texture it differently after looking at the other entries..

Colour map was made using a base layer of marble texture from CGtextures.com. A snow texture was then overlayed on top and different blend modes were used to blend the snow in.

Additional fine details such as carvings, blood splatter and also a "Knife" was added to the alter.
Normal map was generated using nvidia photoshop filter.
Specular map was done quickly because of time shortage.

Most of my time was spent in photoshop experimenting with different textures and concept before concluding on a finalized theme. I had fun making this texture and i hope u guys enjoy too. C & C are most welcome...^.^

Edit: Scene was rerendered in Viewport using Doylle's DX Shader

Last edited by Sover; 10-02-2009 at 10:08 AM.
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Old 09-02-2009, 02:54 PM   #20 (permalink)
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Viewport Screenie with Doylle's DX Shader :



Maps

Edit : Maps are 1024s


First go for me at this. I was appalled at how quickly the time went and how much of it I wasted on things that were ultimately inconsequential. My total lack of experience with normals is also very evident. Oh well.

Started out by grabbing the rock base thing, tesselating it and adding a bit of noise in order to make a really quick and dirty normal map. Baked an AO map and then trawled to grab photos to produce some rock textures to make the sides. Followed a similar process to get a quick texture done for the floor and other stone elements. I then made some decals on the altar itself and normalled that too. Just had time before the end to do a dirt overlay on my floor and that was it. There was a lot more stuff I planned to do that I just didn't get round to - fixing the stairs, adding some more detail, specmaps etc etc. Still, a good learning experience.

Last edited by Schmung; 09-02-2009 at 03:08 PM.
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