| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 (permalink) |
|
Senior Member
|
I completly agree with you, there's really a certain lack of interest for game-related environmental texturing in the 3D community! Actually, this forum is the only one I know that focus mostly on it, that's why i love it so much!
![]() thank you very much for this!
__________________
Hélder Pinto ~ Level Artist |
|
|
|
|
|
#12 (permalink) |
|
Senior Member
|
As an espiring Envirenment artist, I am really glad that you posted these 'tutorials'. They have really been helpful, lots of nice tips that I will use in the future.
I do have one question though, how do you tile those cone shaped textures (the ones for the domes)? It seems like it would be hard to use the clone tool there. Thanks again! Last edited by swag; 25-10-2008 at 02:50 PM. Reason: added question |
|
|
|
|
|
#13 (permalink) |
|
New Member
![]() 13
- 34
|
Hi, sorry for the late reply.. one of the solusions for that area could be painting it in Maya with the paint tool or in the new Photoshop CS4...but being at such height i didn't even boder to make the tile there..is too high and I payed more atention to the biger details to see..like rust spots or so..but if you want that seamless you can easily paint it into one of the 3d tools...other solution could be havin' the seams at a fix angle like 45 degrees or so..you can make the tile verticaly an then rotate it to the desired angle. cheers
|
|
|
|
|
|
#16 (permalink) |
|
New Member
![]() 13
- 34
|
Hi guys, we have updated our website with new artwork, mel's and so. Check it out: AMC Studio - game and (3d) graphics creation studio All the finest
|
|
|
|
| The Following User Says Thank You to DanielVijoi For This Useful Post: |
|
|
#20 (permalink) |
|
New Member
![]() 8
- 1
|
Finding the lines
Hello Daniel, I am working for a german company and we are creating 3D citys for the web. So I am looking allways for new ideas how to optimize the workflow and reduce th data for GPU and texture space. Your method looks very smart to me but I have some questions about it:
1. You created that tile textures for walls and you marked the screenshots where the texturs will tile, but how can I see that later on in the unwrap editor? 2. I guess you have overlapping UVs, will this not be a problem for later on baking and applying the normal maps on the geometries? Do you use a second UV channel? 3.What I allways see on the texture maps that the windows are not halfen to be mirrore later on in the UV editor. I think that could save a lot of texture space. 4.The ladder in your farm house was alpha masked, so far I know its better to modell the scion instead to mask them. (this does not apply to a scene with 100 ladders only for a few). So maybe you will have time to post a reply to my questions. Thanks a lot. |
|
|
|
| The Following User Says Thank You to strangelove12 For This Useful Post: |
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |