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#1 (permalink) |
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Freelancer
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Creating a Basic Metal Base Texture
So, just thought I'd give this one a bit more publicity. And so far I only got one covering dark metal, might do more later. We'll see
![]() It's a method I recently discovered and started using after having tired of the cloud and sponge filter not giving satisfying enough results. And I do recommend it. It's a very good base to work from and add details to. However, this one's mainly considered for people using Doylle's shader. It could be used with a different shader per see, but you will have to tweak your maps towards that shader in order to achieve the same results. Cheers! ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 19-05-2009 at 07:52 AM. |
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#2 (permalink) |
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Senior Member
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Hmm, the image won't load here, it kinda stalls. Maybe uploading it to an game-artist album might help?
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Anders Kjeldgaard Nielsen, Prop & Environment Artist, www.mcgreed.dk Linked-In: http://www.linkedin.com/in/andersknielsen |
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#3 (permalink) |
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Senior Member
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Just a handy hint to go with that, when texturing other metals or adding lets say rust. Get used to using lighten and darken overlays. If you ever want to take rust detail from another texture look for rust which is on a lighter surface than itself. Then by using the darken overal it will select all the areas without loosing any fidelity.
NOTE: When using darken and lighting first results can be very miss leading, always go into your contrast and brightness settings and play with them. Get used to looking and understand what you can take from textures using lighten and darken overlays! I would also highly recommend not getting used to using opacity to much on your textures. There is nothing worse than overlaying some really solid rust but then simply dropping the opacity. It looses all its contrast and looks so.... monotone... So ye, for scratches use lighten overlays, for rust use darken overlays. But always look for the levels, make sure your looking for scratches with a darker surface (lighten) and a lighter surface for your rust (darken)
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Environment Artist - Portfolio |
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#4 (permalink) |
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Freelancer
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McGreed: Thanks for letting me know. Unfortunately, the GA albums only seem to allow images up to 800x600 px. I'll try actually attaching it to the post, though
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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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Banned
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The image “http://www.game-artist.net/forums/at...ase.jpg” cannot be displayed, because it contains errors.
I think it's just me, but I had to F5 the sucker until it was 100% loaded which took a while. Thanks alot. I usually try to hand paint mine and break up the surface with custom brushes, I try not to use photos until really necessary near the end of my texturing , but hey - whatever works! Last edited by samgriffiths; 19-05-2009 at 08:58 AM. |
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#6 (permalink) |
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Senior Member
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very nice man. atm i only texture not render if that makes sense but i will look into modelling and uvmapping just because of this. thanks again
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My portfolio |
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#7 (permalink) |
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Amateur Artist
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Thats wicked. Texturing is something I find most difficult, and I am sure this can be put to use almost straight away. Thanks.
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Portfolio
Give me a job, NOW! Please. |
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