In my case, I think the lighting of my "show scene" should be improved because my diffuse aren't very dark in fact and I completly agree about all that luminance concern.
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In my case, I think the lighting of my "show scene" should be improved because my diffuse aren't very dark in fact and I completly agree about all that luminance concern.
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Yeap, that one isn't too bad. I guess the main problem here is that you don't know what kind of situation your end customer will use your textures; you dont know what kind of lighting it will be on, you dont know the shader tech and you dont know the engine it will render it either, so you need to make sure you find that sweet spot.
That's why Kedhrin mentioned the luminance standards, I think this standards should maybe be a mean around 128 just to make sure you're using as much color space as possible. Although a mean of 80 is still acceptable for many situations I reckon. Just make sure you dont to bellow 50 or more than 200.
I think that I was too focused in a Show case optic for my previous textures ; My scene, my needs.
Thanks a lot for all these advices =) It's very instructive
yeah working with cryengine has definitely put me in the mindset of using 80 mean luminance as the minimum (other than the big warning it shoots in your face).
I'll always try to stay around 128 like HP said, and only do 80 if i'm doing an intentionally dark texture.....
regardless. i wish i had some work for you right now so i could throw money at you. I haven't seen such inspiring textures since Philips hay day.
Some really good info about tweaking textures for gamma/linear space, texture artists should always take this into account: http://udn.epicgames.com/Three/Texturin…0Linear%20Space
Quote from MinosSome really good info about tweaking textures for gamma/linear space, texture artists should always take this into account: http://udn.epicgames...vs Linear Space
QuoteYou should remember that the texture you are creating is describing how bright that surface is when lit by a 100% bright white light.
^ ^ ^ ^ This is one of the most well said statements ever.
Its more so important so you don't start going over 1 in your lights multiplier all over the place... then you'll be left with an inconsistent nightmare...
Hey guyz ! Some new props for the school project. Can't wait to show more things rendered in the engine =)
As usual, these objects are studied to be saw from a "far" distance.
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A new texture for some chamber. This will be multi-versioned (clean, dirt, etc etc)
Hey guyz ! 2 new wooden texture from the same base. The first one will be nice for a generic floor and the second one is more dedicated to a attic or something really old (Like the texture in my previous post).
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I don't know if I've said how goddamn bitching motherflipping sexy these textures are in thread...
but they are goddamn bitching motherflipping sexy.
God damn, that wood sure is sexy! Can give one recomendation? You might wanna make a clean version of that floor (without all the grime on it). For people that prefer to work with minimal textures or the games art directorion is just more, minimal. Fantastic work dude, keep posting.
Quote' timestamp='1357842261' post='320816']God damn, that wood sure is sexy! Can give one recomendation? You might wanna make a clean version of that floor (without all the grime on it). For people that prefer to work with minimal textures or the games art directorion is just more, minimal. Fantastic work dude, keep posting.
You are totally right
But these one are for my school project, I forgot to precise that
I would like to precise that the next stuff I'll made for Gametexture (I think we are talking about..) will be more respectful of what we said about luminosity
You thought that these one were made to GameTextures, right ?
yeah I did! ![]()
Damn man your stuff is so nice. Did you sculpt those boards or just hand paint?
Thanks dude !
No sculpt for this one too =) I Just used this photo to have my "shape" and I made my job on ; I add a better material I made from a mix of photo into these "shape" and I draw some line just to cut some planks. After that, I can work confortably on (second picture). As you can see, it already looks almost like the second material I posted (In fact.. I Begin to think that this one isn't worked enough because of that x) ).
The black point with that pipeline is the creation of the normal map. I think I'll go into 3ds, extrude some planks to have a good tilt (because doing it directly in photoshop looks a bit too dangerous in my opinion) and I'll propably do the rest of the magic with Ndo or whatelse. I dunno ![]()
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Thanks for posting this overview Kikette, I was thinking to ask you about your method, it does really come out like something made by hand (and I like it)
There's 2 new one. A marble tile and it's dusty version. The modification on the second are very light because of the dust wich was laking some noise (hurk)
(edit) No more watermarks o/
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Simply marvelous. I wish I had something else to add, other than I love it. Delicious style.
it looks like you're doing an inner glow around the edges, i just noticed on your other textures too, is that simply for presentation of the texture?
Probably so no one steals his textures, doing that renders them non-tillable and almost impossible to recover. Sure is better than fuckign watermarks. (Which you still use... but whatever
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