totally random texture thread
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None of your links work keres.
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Oops, yeah I just cleaned up some folders. Fixed.
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a lil brick wall using some of philipk's tips
[Blocked Image: http://img0.uploadhouse.com/fileuploads/6624/6624650c3041cbca12aca9568189fab042d96c1.jpg]
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The vertical tile is a little easy to spot, but great work nontheless

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Nice one man!
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it's time to train making texture, the first one
:[Blocked Image: http://www.minerality.fr/images/textures/previews/stone_01_preview_02.jpg]
[Blocked Image: http://www.minerality.fr/images/textures/previews/stone_01_preview_01.jpg]
i really want to make some set for my portfolio.
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Too noisy for my taste, I can't even make up what is that supposed to be? Mud? Concrete? Metal?
Less is always more, and always study the kind of materials your trying to recreate. Check eat3d texturing dvd, and there's some good gnomon texturing dvd's too.
always study your materials and how they behave accordingly to different light!
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So less detail ? Maybe I choose a too high resolution (1024) and yes, it's concrete

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No, it's just that your normal doesn't make any sense and the difuse has random highlights. I'd rather use half the texture size, get rid of the specular and use an additional noise-detail map (at 128²)
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Another try for a metal floor now :
[Blocked Image: http://www.minerality.fr/images/textures/previews/metal_floor_preview_02.jpg]
[Blocked Image: http://www.minerality.fr/images/textures/previews/metal_floor_preview_01.jpg]
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judging from the maps it seems fine, but your shader set up doesn't work at all. metal has much glossier reflections, right now it looks like leather.
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[Blocked Image: http://uppix.net/2/b/d/8862e77af2690a938d994b40f371c.png]
Remind me more plastic than metal. Normal problem ? Or maybe you can try to just add sharpen blanks lines on the edges.
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i'm glad to see that you made comments on the 2 things I found weird too

I will give another try tomorrow.
i have to read some tuto about materials anyway.
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It seems the specular is too even I think, and the gloss is very low considering it's painted metal (of course depending on what kind of paint was used).
You could also try and add some very subtle normal detail where it's painted to try and further split up the regular metal surfaces with the painted ones.
I think you'd gain a lot by just defining edges more and playing around with varying the specular and glossiness on the different parts of metal.
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Maybe like this ?
[Blocked Image: http://www.minerality.fr/images/textures/previews/metal_floor_preview_03.jpg]
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Quote from 3Dnj
Maybe like this ?[Blocked Image: http://www.minerality.fr/images/texture…_preview_03.jpg]
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i take this link for a no
but I'll take a look at the video, thanks. -
Nah, it's getting there!
Btw, avoid having your scratches in your normal map. It makes sense at first, but it always look weirds, cos it will end up looking like indentations instead. Having the scratches barely visible in the dif, and very strong int he spec, is usually enough.
Keep kicking ass, and study your materials first!
PS. I also noticed your scratches are very blurry. When painting this kind of stuff, avoid using blurred brushes, use harder brushes instead, otherwise you'll get weird "fadings", if that makes any sense.
[Blocked Image: http://racer445.com/media/tutorials/scrapes/scrapetut.jpg]
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One thing that looks weird to me is how you have the paint chipped off mainly on the inside corners of the indent part, and almost none on the exposed corner. The stuff on the exposed/convex corner would be worn off long before the stuff in the concave corner.
[Blocked Image: http://img535.imageshack.us/img535/7233/wearv.jpg]
red is where it is more likely to be worn, black is where your wear is

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