Hey, that's interesting
This is a completly different style from your previous scene !
Posts by kikette
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Hey guyz !
Here's a WIp of my school project. I don't use normal map for since I push out the detail of my texture in geometry directly.
An other point ; We'll only use dynamic lighting under Unity to render our work so I didn't create lightmap to render these screen, sorry =)
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I really like the borders of your crater. Their sharpen look works well !
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Quote from Bunglo
The cracks in the glass look a bit too soft where the light hits.
Your are completly right =( The problem is I used a large brush because I feared that after a resolution reduction the stroke would disapear. I'll do better the next time =)
Quote from ng.anikiFor the glass, you could also, or for another texture in the future, just paint in R and G channel of the normal map, some fragments slightly brighter or darker, to give the impression that they have a slightly different orientation. Although I never tried it for something like that, not sure how interesting it would be.
Hey ! That's a really good idea =D I'll try it, thanks

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Thanks again

I have a new thing to show ; It was quite hard to take a nice shot because of the black background behind the transparent glass.. anyway, here's a door.
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I'm more a CG student than a freelancer since I'm doing a 4th year but if I could get a mission, I would certainly accept it. Actually I spend some free time for Gametextures.com but I still looking for job opportunities

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Quote
' timestamp='1353112013' post='317117']I noticed that your latest stuff is slightly more stylized and looks really really good, what changed in your workflow? Mind talking a little bit about how you start and how you tackle a texture from start to finish, nothing too elaborate, a paragraph on the subject would suffice.

congrats, inspiring stuff!
For me, the first important step is the "lighting" setup of my texture, how edges will catch the light, etc. Before, I only used an AO layer and it was obviously not enough (left part). Now, I compute several maps (Cavity, heigh) and sometimes I extract the green channel of the normal map to use it as a vertical lighting in my texture. It's completely old school since normal map are here to add this detail with the lighting of the scene but that's an artistical choice and I know that my wall will always be vertical.
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The second step is the materials work. I never use them directly because of lots of things like the photo grain, Jpg artifact, etc. I treat them as little texture to reuse them later.
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And the final step, after setuping materials and lighting in my .psd, I add some unique detail (White spot, dark thing) with really simple brush to avoid adding more noise because of mip mapping and to keep a good reading of the texture.
Quote from KedhrinYeah your woodwork textures are tits.
I wouldn't mind throwing you some change to do some texture work for me. Do you pretty much do diffuse only?
For Gametextures, I have to give Gloss map, specular, Heigh, Normal, emissive, diffuse in 2048² so it's ok for other maps
The only thing I'm not confortable with is texture sculpting. If you have something for me, I'm very interested !Quote from PogoPTruly inspiring.
You can almost see each individual layer on your earlier stuff; stuff didn't blend too well. The more recent ones though, damn. Everything just blends so nicely. Incredible stuff.
Eh eh ! You are completly right. And this is funny point because when you are a little beginner, you always think that stuff you add isn't enough visible and you try to make it more evident. At least, you obtain something without any point of interest

Thanks for your comments all =)
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Hi Mapcore !
I shown some of my work in the and such we suggested it to me, I think it's time to pack it into a single topic. To make it (maybe ?) more interesting, I'll also show the date of them.
But first, for those who don't know me, I'm Geoffrey and I'm actually a 21 years student in Computer graphics at HEAJ (now called ESIAJ).. I do not have huge pretension into 2D since I continue to think that I'm not a good drawer but since I discovered Texture making... well, it released me from that mind constraint and now I try to have my proper style.
To not overload this topic, I'll only show the """"best"""" thing I made at a specific moment. Maybe it will encourage other people like me because I made really ugly thing before.
Anyway, texture time o/
November 2011
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December 2011
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January 2012
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March 2012
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Sorry, from January to April I did my Intership at Hydravision (RIP ='( ) so I don't have lot of thing to show.
April 2012
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May 2012
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July 2012
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August 2012
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October 2012
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November 2012
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If you have any question (or work opportunity ? =]]] ), I still available here or at rosin.geoffrey[at]free.fr
Thanks a lot for your attention.
Please, don't forget to visit my website : http://geoffreyrosin.com/
and my Tumblr : http://rosingeoffrey.tumblr.com/
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Yeah, for sur =) I'm glad to see that my work wake such an interest and thanks all for that.
I'll create this topic later

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penE => I make a very simple high poly in 3ds that I bake on a plane. Nothing more =)
Moroes => You are totally right. I tried to change a bit the color but it's obviously not enough =s
Thanks for your comments, this is very motivating

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Hi guyz ! Here's some new stuff for my school project.
Feel free to give your opinion

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Hey ! Thanks all for your comments =) It's really motivating.
Moroes : You are totally right and about that, I'm begining my latest school project with some friends. We are planing lot of things on paper for now
I wish it'll be our best project for us all =D -
I really love it =D Nice job dude =D
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That's quite simple but veeeeeeery long to achieve the last one ;
I started with a photo reference in photoshop to see how I'll make the pattern tile and what will be the density of detail on my "lines".
The next step take place in 3ds max.. I modelize something quite simple just to have the main shape.
Finally, I come back in photoshop and I put the final detail, etc.
For the render, I use a basic shader in UDK.... Diff, nml, spec and gloss

Thanks for your comment !
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I've got some news stuff specially made for GameTextures.com.
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Wow § Completly awesome O_O
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Really plaisant ! You have a nice mood in your corridor =D
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Pogop => Thanks again for your precious advices by PM, it really helps =) I still very familiar with the source engine lighting, not the UDK one. I ll try to punch it up

Kokosovar => WOW § Huge awesome here ! You are totally right *_* About the columns, I tried to keep something modular (by mixing the middle parts) but.. I didn't add anything so, I think I can put a nice gradient on
Thanks a lot to you too ! A nice update waiting me =D -
Hi there !
Since the last month, I'm working on an atrium inspired from a photo mix of the Cathedrale Saint aubain and the Opéra Garnier.
About the lighting, it still temporary since I don't have yet large windows to illuminate my atrium.
For the next, I will add some little fountain, suspended lamp, tile floor, decals and carpet to add colors to my work since it's really grey (seir pointed out that fact and he's completly right)
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All texture are 1024*1024 (or 512*512 for the lightpole)
This project still WIP and none of what I show here is definitive so any critic or suggestion is greatly welcome =)
Thanks.