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#1 (permalink) |
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Senior Member
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Next Gen Env Texturing
Just finished up a VTM and got it hosted up on moddb.
It runs over some of the ideas and techneques used to create next gen environment textures. I go through creating a repeating rock texture with normals and spec but the techneques shown can be used accross the board. Stormy101 Next Gen Texturing Example download - Mod DB ^^ linky for donwload. They seem to be a pretty good host and I get good download speeds! |
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| The Following 12 Users Say Thank You to Stormy For This Useful Post: |
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#2 (permalink) |
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New Member
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Downloading! thank you! *
__________________
Portfolio:www.artbymauro.net |
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#3 (permalink) |
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Industry Artist
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Hey Stormy, thank you for that tutorial. I think I have a new way of creating normals for details in Crazybump.... Here is what I was able to produce with the tutorial...
Did you UV your rocks? I didn't, but I think I came out with no stretching on my textures and I was able to push and pull the vertices without any problems. What was your technique for modeling the rocks? ![]() |
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#4 (permalink) |
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Senior Member
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Um' to be honest right now I can't really say I have a dedicated technique. I modeled that guy in modo which is a program I have very little experience with right now. I really don't know how to use the tools very well at all so that model was me really just farting around to see what I could come up with.
What I would suggest though is just work with high quality reference, having two monitors is a god send, but seems god lost mine in the mail - Its great having a reference image in one and your modeling application working away in the second.I did UV unwrap this guy but again I did it in modo, the uv unwrap tools in modo are just incredible, I have only used it for organics so far but it is so fast. Also don't feel like you need to keep the unwrap its self within the confines of the given box within the uv editor, it you want to scale your texture down and bring in the detail get in there and just keep scaling up your UV's! |
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#7 (permalink) |
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Senior Member
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Hey Stormy,
I noticed that when you are making the AO layer, you say that the only way for the adjustment layer to not affect all the layers below it is to apply the brightness/contrast adjustment directly (from the menu). Actually if you hold down alt and click in between the adjustment and AO layers, it will create a clipping mask, which will make it so that the adjustment layer only affects the AO layer. Clipping masks are very useful, I use them all the time. Very informative tutorial by the way. Thanks! |
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