Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Support and Tech Discussion
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 08-02-2008, 08:00 AM   #1 (permalink)
Senior Member
Stormy's Avatar
Golden Star Winner of Speed Texturing 
Stormy's User Activity: 0/10
515 - 229
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!
__________________
"On the way over, Over"

http://www.martyn-taylor.com

Stormy is offline   Reply With Quote
The Following 12 Users Say Thank You to Stormy For This Useful Post:
Old 08-02-2008, 10:57 AM   #2 (permalink)
New Member
sk3in's Avatar
sk3in's User Activity: 0/10
25 - 0
Downloading! thank you! *
__________________
Portfolio:www.artbymauro.net
sk3in is offline   Reply With Quote
Old 09-02-2008, 03:40 AM   #3 (permalink)
Industry Artist
Reverenddevil's Avatar
Reverenddevil's User Activity: 0/10
282 - 27
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?

Reverenddevil is offline   Reply With Quote
Old 09-02-2008, 04:49 AM   #4 (permalink)
Senior Member
Stormy's Avatar
Golden Star Winner of Speed Texturing 
Stormy's User Activity: 0/10
515 - 229
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!
__________________
"On the way over, Over"

http://www.martyn-taylor.com

Stormy is offline   Reply With Quote
Old 09-02-2008, 09:35 AM   #5 (permalink)
Amateur Artist
phaselocked's User Activity: 0/10
21 - 1
Very nice tutorial, like I already said on Moddb.
Is there any chance you can upload those couple of brushes u use in the tutorial?
2 of them I already have, but I would like to have the others also.

I would be very thankfull.

Regards
phaselocked is offline   Reply With Quote
Old 09-02-2008, 10:27 AM   #6 (permalink)
Elderly Artist
showNOmercy's Avatar
Winner of Speed Modeling 
showNOmercy's User Activity: 0/10
354 - 180
Thanks for the tutorial Stormy, very thoughtful. Look forward to watching.
showNOmercy is offline   Reply With Quote
Old 29-03-2008, 09:14 PM   #7 (permalink)
Senior Member
swag's Avatar
Winner of Speed Modeling 
swag's User Activity: 10/10
702 - 248
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!
swag is offline   Reply With Quote
Old 31-03-2008, 09:36 AM   #8 (permalink)
Amateur Artist
Addi's Avatar
Winner of Speed Modeling 
Addi's User Activity: 10/10
431 - 284
Great tutorial, I liked how you progressively started to swear during the course of it, also, FINALLY! someone who makes spec maps the same way I do
__________________

My Portfolio
Addi is offline   Reply With Quote
Old 31-03-2008, 10:38 AM   #9 (permalink)
New Member
Jinx's Avatar
Jinx's User Activity: 0/10
44 - 0
woohoo procedure for creating maps is hell lot faster than my own I shall steal, Mwahahaha hehe just kidding, but really Thanks a lot Stormy!
Jinx is offline   Reply With Quote
Old 01-04-2008, 01:47 PM   #10 (permalink)
Frequenter
Sentientv2's User Activity: 0/10
91 - 25
Thanks Stormy for the tutorial.
Sentientv2 is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 12:06 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net