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Pomperi

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Posts posted by Pomperi

  1. Haha sweet!

    My best tip for painting rusty surfaces is probably to stick with photo textures and using layer masks to get it in the right spots and with proper opacity. There isn't really any photoshop hax for it, just play around with photos, masks and blending modes and a little custom brushing to get some nice variation to it. Just make sure you put it in the right places (where it makes sense and adds definition to your model) and make sure the scale is right on your material, then you can go crazy. If you're going for a Decadence-look we used mostly a hand-painted base which we blended in photo materials to, and then added further detail and style by simply painting on top of the textures with a gentle brushing. If you wanna take a closer look to one of my psd's for a typical texture I made for Decadence, check this one: http://www.mediafire.com/?sharekey=e22f ... b9a8902bda.

    Cheers!

  2. I think your clean version and your dirty version looks very much the same. The dirty version feels very "overlayed", which looks very unrealistic. Dirt rarely sinks into the material and blends that way; it rather covers the surface and creeps into the creases. You can also use these properties to bring out the shape of your model, by letting it define where the different parts meet and to break up boring areas with unique details and gradients. I did a little paint-over to show what I mean:

    textureexamplemk6.jpg

    My example might be a bit exaggerated for this case, but I think you get the point :)

  3. Thanks guys!

    I made it mostly for fun. I'm also planning on using it as an example model for a lecture I'm holding at the university of skövde in texturing this month. The easier model the easier it is to follow the process of applying materials, definition and details and so on. If you wanna use it in Decadence that's fine by me :P could replace my old chunks :lol:

  4. Thanks for the replies!

    ":3odk791e]Very nice prop.

    Normal map looks clean, maybe too clean. You should make an height map based on your difuse, use the nvidia filter or crazy bump on it, and overlay it on top of your normal map, it should stand out a little bit more.

    Good job.

    It actually has a very subtle grunge normal map overlayed, but painted metal surfaces normaly doesn't get very bumpy, unless they are heavily dented or chipped from heavy corrosion.

    Here comes the rest to fit with the control panel:

    pompcapmachine01mv4.jpg

    It is basicly three modules which you stack on top of eachother. The reason for this is because the height of it might change from arena to arena depending on how the level designer wants to implement the machine in his level. Without saying to much, it's a somewhat central piece in the Decadence gameplay. :wink:

  5. Thanks man, I owe you one!

    I played around a bit, and it turned out that it wasn't too much of an issue to tile the normal in photoshop after all. Have always thought there was a more convenient method, but I've fooled myself apparently :P

    Here's what I came up with, tiled 4 times on the same surface:

    pomprocktestnn0.jpg

  6. Thanks for the hint! I've tried it out some, but the results aren't that impressive. This features seems to work different depending on which tool I'm using, not to mention that navigating zbrush is a challenge by itself. Guessing that's because I'm not experienced with the program...

  7. This is an issue that has been puzzeling me for a long time now. I just can't figure out how people do when they sculp their tiling textures, to make the pattern match in the seams. I'd be more than grateful if someone could point me in the right direction here, because I'm all out of ideas, and rock textures without a proper normal = fail.

  8. That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry.

    Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod:

    pompwatertank01previewop3.jpg

  9. m8nkey: Based on the grunge level of these signs, I'm guessing you're going for a really old look. Keep in mind that aging paint usually cracks and fades before they reach that level of dirt, unless they're located near muddy ground or withstanded a nuclear war. If you're planning on reworking them a bit, try desaturating the colors a bit and break up the perfect surface with some crackled texture, revealing the material under the paint. Looks good none the less, but some more unique wear would be sweet.

    Here are a few textures I made yesterday for practice. Could be a texture pack if I put enough time on it, but I it doesn't seem like it at the moment.

    pompstonetrim01ro7.jpg

    pompstonewall01na9.jpg

    pompstonetiles01ie1.jpg

  10. merkaba: Sorry for the late reply. Some of the normals in these are half modelled, half crazybumped by blending the maps together in Photoshop using the Overlay blending mode. Most are mostly done with crazybump and Photoshop with the same method as above, except I've painted different black and white images that I've crazybumped and then combined in photoshop. The speculars are usually based on a black and white version of my color map with high contrast with more material blended into them and areas covered/darkened/lightend to make it represent the material properties better. I never start out my textures by modelling them, because I'm more comfortable with creating the layout in 2d, but sometimes I model my normals using my color map as reference.

    Back to business, here's a new texture:

    rooftile02dt4.jpg

  11. I really love the look of that trashcan! I wonder how they could ever fit any trash in it with walls that massive :P

    Here's an update on my piano model, now featuring both normal and specular:

    pompdonpianobt0.jpg

    I spent the entire last day trying to get a good render in Maya where the normal and specular shows clearly, but I didn't have too much of a success. My graphics card don't handle Hardware rendering too well, and the result above is about as good as I managed to get it with mentalray. If anyone knows how to get a good render of normals and speculars in Maya, I'm begging you!

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