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Old 09-02-2009, 03:01 PM   #21 (permalink)
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Quote:
Originally Posted by Schmung View Post


Maps


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.
Welcome to the party Sover. You need to post a real time shot of your entry or it will be disqualified. if your in 3Ds max, make a DX shader material and use a shader in there or download Doylle's shader.
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Old 09-02-2009, 03:03 PM   #22 (permalink)
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Sover: Very nice idea with the ice environment. It feels like some areas are a bit too repetetive, and some areas (like the railing) rather flat and could use some more detail to define what type of material there's under the snow. Gj nevertheless!

Schmung: I really love the stone tiles you got there, they don't quite match with the stairs edges however. There's also the surrounding rock texture however, it's a bit lowres in order to hold so much detail your texture contains, and then it clearly shows that it's lowres. While the pillars could've used some more details instead. Finally, the whole texture feels just a little bit too brown, but still, I love it
__________________

Now, here's my submission for the weeks STC:

First off, I got to say, that this one was actually harder than I thought. And I weren't happy with it at all.. but once my time ran out and I spent some time tweaking the lighting it turned out a little better atleast.. but still, not quite there yet

It was a lot of fun though, and I think I'm most likely going to continue to work on this one a bit further, adding some more props, tweaking and actually finishing the texture and so on.





I probobly shouldn't have spent those 20 mins in ZBrush if I wanted to win this challenge, but I found it to be rather rewarding, so I don't regret it, really. As for how I made it.

I started off bringing the model into ZBrush and sculpted out some rockdetail etc. Exported the normal and a cavity map. (Tweaked the normalmap a lot through the whole process of texturing)

Then I started to download some images off CGtextures which I used to set out as base-materials for all different parts of the stone. Added in details and stuff I wanted to, but didn't have that much time so was a bit rushed, and didn't add as much in as I'd have hoped to.

Then time starting running short, and I dopn't quite remember what I did in the last part other than rushing everything as much as possible and filling my psd with layers and effects until it started to lag a bit (I was on a 2048x2048 afterall ) which really didn't help. And I finished off the texture while rendering a fast sloppy AO that I just threw on there, tweaked the colours a tad with the time I had left, and then it was up.

Well then, just want to add that everyone's been doing a great job on these.. at first I did indeed think they looked good, but now that I found out myself that it was more challenging to texture than I thought, I'm even more impressed

Cheers!

Last edited by Tiros; 09-02-2009 at 03:12 PM.
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Old 09-02-2009, 03:04 PM   #23 (permalink)
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Quote:
Originally Posted by Tiros View Post
Ofc not! Lighting is very important when showing off the textures


Good job everyone, some really good entries here, keep those coming!
Well now I just feel stupid. I'm gonna make another entry, if I have time, and this time I'll use some lighting.
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Old 09-02-2009, 03:06 PM   #24 (permalink)
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Kaze : My shot is real-time with Doylle's shader. I shall edit my post to make that clearer.
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Old 09-02-2009, 03:10 PM   #25 (permalink)
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Originally Posted by Schmung View Post
Kaze : My shot is real-time with Doylle's shader. I shall edit my post to make that clearer.
My bad. that comment was directed towards Sover. Your cool.
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Old 09-02-2009, 03:12 PM   #26 (permalink)
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Quote:
Originally Posted by Sover View Post

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 "kris" was added to the alter.
Normal map was generated using nvidia photoshop filter.
Specular map was done quickly because of time shortage.

Scene was rendered with default 3dsmax scanline render with no lights..

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...^.^
Welcome to the party Sover. You need to post a real time shot of your entry or it will be disqualified. if your in 3Ds max, make a DX shader material and use a shader in there or download Doylle's shader.
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Old 09-02-2009, 03:13 PM   #27 (permalink)
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kaze: If you want to make another entry, then by all means!

Note however that you're allowed to change your presentation until the competitions deadline. The lighting and presentation etc. is -not- included in the time-limit

Cheers!
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Old 10-02-2009, 04:12 AM   #28 (permalink)
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Whoops, I forgot to include my name and time in the image. Will do that now
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Old 10-02-2009, 04:31 AM   #29 (permalink)
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the basic files are not very compatible to zbrush. so i made this little pack which contains the sub divided an UV grouped obj/max7 file and a zbrush tool file.





Download:
http://586.site50.net/ftp/personal/B0T/shiz/STC_34_Altar_Zbrush_ready.rar

Last edited by B0T; 10-02-2009 at 04:37 AM.
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Old 10-02-2009, 05:12 AM   #30 (permalink)
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Really now, the mesh works just fine as is in ZBrush, I didn't use any UV-groups myself, I sculpted it out, and never edned up with a single hole in the mesh, really, I could've just exported it to max and baked the normals and AO that way, and i'd still have gotten a good result as it matched the lowpoly just fine

The reason you end up with those holes in the mesh is because you just smooth the whole model out when subdividing it. For the first, let's say, 5-6 iterations you shouldn't let it smooth the model, let it preserve the hard edges, this will also cause the UV's to be more accurate when baking. And once you've done that, go into the lower subdiv's and work your way up, smoothing out the hard unwatned edges, and voila, you're done

I'm at school now, so I cant show you, but I'll throw up a shot of my sculpt later

Cheers!
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