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#1 (permalink) |
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Freelancer
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STC #34 - February 8 - February 15 - Altar
![]() Note: The image might be a bit misleading, it's not an aztec altar, and there's also terrain included in the model. Unfortunately I weren't able to find any good image to represent it at all. Good luck people, and remember, ZBrush is allowed! .
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#5 (permalink) |
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Freelancer
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Hmm, smoothing-groups and an unwrap should be on there already. I'll have to doublecheck it.
All of em worked perfectly for me, both the smoothing-groups and the uv's are there.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 08-02-2009 at 02:47 PM. |
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#7 (permalink) |
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Freelancer
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Nice job Kaskad
![]() Somwhow it feels that the rest lacks a bit of depth as the stairs have some very dark lines indicating the depth of the stones crevices. The colour of the rocks vs the sans kinda clashes too imo, but, it's good nevertheless. Most likely gonna give this one a go myself later. Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#8 (permalink) |
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Game Art Student
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kaze369 entry
I did a render to texture for the diffuse color and AO. then I overlayed the stone texture on the stairs. then I did an overlay with a rock texture for the surrounding area. I wish I'd chosen a different rock texture. I used a paper texture for the book and a gold metal texture for the candle holders. I made the specular my using desaturation and changing the brightness and contrast. I tried making the height map by making light and dark areas from the diffuse map. it didn't quite turn out well and I probably didn't need it in the first place. I then ran the height map through crazybump to see if I could get a decent result. I guess not. well this is the result I have.
I would really like some feedback if possible. Enjoy! ![]() MAPS Last edited by kaze369; 08-02-2009 at 08:35 PM. Reason: added more text |
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#9 (permalink) | |
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Banned
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I like the direction kaze but I think you need to be more careful when phototexturing, if you look at the stairs especially you'll see that the seams in the concrete (?) block texture you used don't seem to have any correlation with the geometry of the stairs themselves, and the texture you've used on the rocks is very noisy and doesn't read well. The railings, table, book and vases, work pretty well though.
Quote:
![]() Last edited by Kaskad; 08-02-2009 at 09:23 PM. |
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#10 (permalink) |
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Senior Member
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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. Obstacles encountered... The one thing that was a pain to fix was the low res appearance of the rock. I tried adding even more detail in the diffuse, but it turns out it was the scale of the UV shell that was causing the problem. To compensate, I just kept it in the shadows. ![]() Last edited by latinmessiah; 09-02-2009 at 01:16 AM. |
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