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Old 14-01-2012, 07:22 PM   #31 (permalink)
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wicked hope it helps you speed up your workflow

A few tips I have picked up on texturing:

I would use plenty of reference and setting a base colour always helps use a variety of brushes and grunge textures.
Remember the environment its going to be surrounded by will it have scratches around the most used areas.

also level your textures to use there full range.

one helpful piece of advice is to "keep it believable" I've seen plenty of textures where people go overboard on grunge and scratches use masks to pull back on things that you feel are to in your face.

Bake an Ambient Occlusion! this is a must the shadow detail you can get just by baking this is awesome overlay it on your diffuse map and set the layer style to multiply and use the fill slider accordingly

Lastly, use things like warning stripes and text to indicate people that people actually use this fusebox.

hope this all helps happy texturing
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Old 15-01-2012, 05:48 AM   #32 (permalink)
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Great advice! Thanks very much!

Yesterday I did the hard surface texturing tutorial by Stefan Morrell on CGSociety and the on on PSDTuts by Racer. Both are great and together with your tipps, this "texturing-without-photos-thing" comes slowly together to me.

Will try my best and post some pics when I'am done. Thanks again!
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Old 15-01-2012, 07:32 AM   #33 (permalink)
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Okay, here we go:



Thats the textured version now. Atm with 4096 maps (DIFF, NRM, SPEC) to show but I've also made 512 maps wich will be used in level.

And thats my 512 texture sheet:



BTW: 1540 tris. Is this too much?

Let me know what you think!

Last edited by CatInAHat; 15-01-2012 at 07:34 AM.
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Old 15-01-2012, 12:43 PM   #34 (permalink)
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looks great, good job.

Personally I would remove some of the hazard stripes you have a bit too many of them.

1540 tris is fine for a model like that.
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Old 15-01-2012, 12:54 PM   #35 (permalink)
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Thank you!

I'll remove some of the stripes. Now when you say it, I see theres a lot of 'em.
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Old 18-01-2012, 08:04 AM   #36 (permalink)
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@CatInAHat:
Your workflow really improves I would also recommend you to not use Hazard-tape on the pipe, i did never see that, and like Moshie sad, its a bit too much hazard-taping . If you want to use Hazard-tape on the pipe, you could texture the pipe (using for example a rusty-metal-texture (depends on what you want to achieve)), and then blend that with Hazard-tape.

-> according to the fact that you have some grunge and grime, you could also "damage" the hazard tape in some areas, it seems kind of weird that the metal-part of the model is wasted but the tape is undamaged
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