Yeah. i could do the same if i was working in the same company as philipK !! ![]()
Pretty sweet job clayman, the spec is indeed too strong but that's just a mean of tweakage. Which soft did you used to model and paint those rocks ? zbrush ?
Yeah. i could do the same if i was working in the same company as philipK !! ![]()
Pretty sweet job clayman, the spec is indeed too strong but that's just a mean of tweakage. Which soft did you used to model and paint those rocks ? zbrush ?
thanx for the comments
i only look to get better ![]()
KoKo5oVaR, first i made the stones in maya, i made a MEL script that randomizes my stones in size, position and rotation, so i did that to 5 stone models, and just copied them up..
i placed them on a plane, and added a diffuse to the stones and a different one to the plane, so i could bake my diffuse, alpha, normalmap and occlusion..
and then i just put it all together in photoshop.. =) this psd will be avalable on my site when im done with it..
Synthesizer, thanx for the comments
its unnatural because i didnt put more work in the actual stones, my mesh in maya was about 1 milion polys, so that had to do it
but i agree, more variations and smaller stones would make it look better, i will try creating the normals for the stones in photoshop
cheers
Here's my entry for a speed texturing contest at game-artist.net:
[Blocked Image: http://www.uploadhouse.com/fileuploads/88…bc6fe598682.jpg]
sheets:
Looks nice, but the wooden part looks a bit odd, I've never come across a design like that before...
I think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper.
Quote from SynthesizerI think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper.
Yeah agreed
But I know why it looks weird, I put all the faces of the square in the same smoothing group. I'll rebake the normal and hopefully fix it.
Alright I modified the design a bit so it makes more sense (it lost some sharpness cause I scaled them down to 512, which is what I'm gonna use ingame)
[Blocked Image: http://www.uploadhouse.com/fileuploads/884/884095461c4bc8876c229c7566239b04b1a748.jpg]
I think the wallpaper could use a tiny bit of more contrast or saturation.
The wooden part looks like carved out of a single piece of wood, maybe you can give it a more coherent look by adding some kind of trim along the horizontal and vertial lines bewtween those squares.
Nice idea ![]()
What also helps a lot on wood paneling is just flipping the grain around so that some goes horizontal and some goes vertical. It really helps to break things up and give some more believability to it.
looking sweet mino
Here's a couple of metal textures ive made quickly today
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[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Grungy%20textures/Metal_Watermark.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Grungy%20textures/Grunfy_MetalPanel_Watermark.jpg]
I've made tex for speed comp at g-a.net as well.
[Blocked Image: http://img140.imageshack.us/img140/8435/rendergw9.jpg]
[Blocked Image: http://tinypic.pl/t1/out.php/i81952_diffuse.jpg]
no reason to post rest of maps.
Nice buddy. now fucking release they hunger source, damnit. ![]()
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i couldn't really recognise what material that stripe in the middle of the texture is made of - seems really weird to me O_o
and to me it doesnt look like it belongs to the texture, since it doesnt give away any shadow
apart from that i really like the photorealistic look of it, even though i think the cracks on the upper part are quite awfully tiling and in the lower part i can't really tell whether the wallpaper or the stones are the upper layer (depends on the way/perspective i look at it
- sometimes the stones come first, sometimes the wallpaper)
I've really been trying to learn how to create textures, so far it ant really going to well. I've gone the way of model to texture and using the AO as a bases.
Disffussed map
[Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/Diffusedmap.jpg]
Looks nice but looks way too dirty imo. You should also put a little bit more work on the edges, would really make the rounded part stand out.
Quote from Acumeni couldn't really recognise what material that stripe in the middle of the texture is made of - seems really weird to me O_oand to me it doesnt look like it belongs to the texture, since it doesnt give away any shadow
apart from that i really like the photorealistic look of it, even though i think the cracks on the upper part are quite awfully tiling and in the lower part i can't really tell whether the wallpaper or the stones are the upper layer (depends on the way/perspective i look at it
- sometimes the stones come first, sometimes the wallpaper)
While i had to handpaint those cracks i didn't really had time to check few times if it tiles well, i decided to keep it under 60 minutes (which was actually a bit less because of toilet pit stops) so i concentrated on the main fell of it.
It's a wall from ruined building, the stripe in the middle is place where wooden planks where attached... i had a ref pic with something like this and found it interesting so I used the idea and yeah i agree that it stands out too much, it doesn't have too much 'connection' with the wallpaper.
I will throw it into source and see how it looks ingame.
Thanks Minotauro
Here's an older version, less dirty:
[Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/AABB.jpg]
Quote from buddy the designer[Blocked Image: http://tinypic.pl/t1/out.php/i81952_diffuse.jpg]
I suggest adding dirt at the edges of the wallpaper where it meets the "wood" that used to be there. Far too clean since dust and dirt would collect there and stain the wallpaper I'm sure. It would also help seam it to the concrete better than feeling flat as it currently does.
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