finally had some time to work on this sucker again. i'll definitely finish the texture - its just a matter of time ![]()
[Blocked Image: http://www.envart.com/temp/insect_wip14.jpg]
finally had some time to work on this sucker again. i'll definitely finish the texture - its just a matter of time ![]()
[Blocked Image: http://www.envart.com/temp/insect_wip14.jpg]
does anyone know how to make a glossy painted wood texture? i can't find any decent references to make one from so it'd have to be made from scratch. i need something like in the photo below but the only thing i can come up with for now is this:
[Blocked Image: http://img88.imageshack.us/img88/158/redwood02ag8.jpg]
[Blocked Image: http://img229.imageshack.us/img229/9861/34385867216525d405bovq0.th.jpg]
My suggestion would be to just overlay your current texture with a simple wood reference (maybe greyscale at low contrast and at luminance) and increase saturation a little bit.
In Source (I take it it's for your L4D Map?) the combination of a lowprofile normalmap and an additional specularmap according to the depths of your normalmap normally looks really good as well.
Little something for a speed texturing challenge at game-artist.net. The base mesh wasn't very good and I couldn't find any references that looked anything like it... anyways I think it's decent, however it could look much better. Illustration was made in Adobe Illustrator.
[Blocked Image: http://ftp.insmod.net/users/minotaur0/sky_valley_render.jpg]
I like it.. it's like a Jetson's meets rotted 50's style ad sign. ![]()
KIIIA: That is fucking awesome. Love all the subtle, unique details and the vibrant colour scheme. The design really captures the scifi/magic fusion you were trying to achieve.
One very minor nitpick: Your diffuse/spec maps provides topleft to bottomright light information on some bevels. I think they read better ingame with either direct frontal or top down lighting. Beautifully painted though
so since hammer is still not working for me i've been toying around some with photoshop after a long break due to moving on my own/work so here's some crete wal with added ornaments probably is a bit off but it's just for practice. tell me what you think of it.
[Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.jpg]
[Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.c06bfb51cd.jpg]
Kind of blurry and stretched looking. And at the top of the feature I can see where you've used the eraser tool. Might want to remove that random orange spec, too. ![]()
I agree with what Sentura said about your sign prop/texture mino, it's proper fallout style and it's bloody awesome.
The reason I like the style is it isnt too washed out and flat like that gears of War or HL2 art, it has a kind of Blade Runner feel to it I suppose ![]()
Heres a pik of a work in progress of textures for a model in zbrush,this is just a canvas of what I would like it to look like.
Its my first canvas in zbrush only had trial version for a week or so.just working it all out.
[Blocked Image: http://i31.photobucket.com/albums/c371/DELTA-THUNDER/dels1/octyclose.jpg]
it probably wont wrk but she looks ok
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hmm thats trippy i like it ![]()
Some textures for practice purpose. The photo references are from a france texture resource pack made by hessi. The final textures were lit with a orange light in the lower left corner and a slight blue light in the right corner, so you can see better how the texture looks with different color themes.
[Blocked Image: http://www.bja-design.de/different/bja_…l_lit_small.jpg]
Overview:
http://www.bja-design.de/different/bja_ ... erview.jpg
[Blocked Image: http://www.bja-design.de/different/bja_…l_lit_small.jpg]
Overview:
http://www.bja-design.de/different/bja_ ... erview.jpg
Any suggestions for improvement?
I like the way the textures are executed. But the structures of the stones are completely plain in the normal map. Maybe you experiment a bit with combining the rendered normal map with a normal map generated with the Nvidia PS plug-in.
The problem with the nvidia normal maps is, that they are fuzzy, so if you just use it for the stones in a slighty blurred version, maybe it will work! (Also for the general struchture of all materials in the texture).
Apart from that, i`m not sure if it`s good to have the window simply dark grey inside.....that doesn`t look natural!
I like the way you powered those textures but to me the finale render doesn't fit to reality... I've never seen stones perfectly clean like that even in dreams ! You miss a step which is export your high poly mesh to Mudbox/Zbrush in order to add scratches compared to the diffuse map. That my point of view. ![]()
Quote from KIIIAApart from that, i`m not sure if it`s good to have the window simply dark grey inside.....that doesn`t look natural!
Fucking darken curtains ! ![]()
I did a testversion with a crazybump overlay, but thought it looked way to bumpy and noisy and had that typically "crazybump look", so I left it.
[Blocked Image: http://www.bja-design.de/different/door01_rendering_crazybump%20overlay.jpg]
But yes, I have to agree that the concrete looks too flat and could need some more structure. The windows are black because they are mainly placeholders.
Good stuff BJA!
Damn, I gotta do one of those one of these days, must be fun!
Excellent texture there ![]()
That's a baddas texture, I really dig it
I don't think you need that much noise, I like the first texture as it shows your architecture better, which really is the point of this texture. In fact the noise totally destroys the beauty of this texture imo ![]()
What is crazybumps fascination with making everything noisey
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