-
Posts
128 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Pomperi
-
A modular prop set made for Decadence: Been building jetties and bridges all week with these. Starting to get sick of them, but one can build half a city with them without making it look too repetative.
-
Seems like the perfect opportunity for a Swedish texture artist to apply for a job
-
Thanks for the replies! I've tried to improve it by adding more depth to it. It's a bit late to redo the perspective at this stage, but I'll try harder next time, I promise Here's the update:
-
Haha, you're absolutely right! Can't quite put my finger on it though what's causing all my drawings to look this flat. Most people learn traditional art before doing game graphics, but it's the other way around for me, ironicly. Any suggestions how to improve this would be more than welcome <3
-
Vehicle design for a school assignment. All drawn in Photoshop:
-
JamesL is right, I've rendered the screens in 3ds Max. It doesn't look quite the same in Source, but it's a good way to preview textures, and to render portfolio material. vivi: Haha! I think you're right, except the scene you once gave me only had one white light in the middle, and the bump map wasn't connected to a normal bump, just a regular bump map. Come to think of it, you might be the reason why I subconsciously choose to do my renders in Max when I'm actually a Maya user . Here's another texture I've made for Decadence:
-
Thanks! Here's another one, also made for Decadence mod:
-
Thanks for the crits everyone, will rework my texture as soon as I got some more spare time. Quakis: I got something for you Spent the remaining time of my lunch break for this, so I hope cookies are included
-
Good points, I appreciate it =) Would be pretty hard change the ornament scale now that the texture has went through the entire process, but it's definately worth keeping in mind. The idea of larger strips is very good, didn't think of that. Thanks! The ripps are painted with a regular round standard brush and processed with photo material, all shot by myself, so no packs involved
-
I hope you all don't mind that I bump my old thread a little... Here's a recent wallpaper texture I've made. The pattern is my own design =) I'm aware that it doesn't tile very well due to the unique damage, but in smaller places it isn't too obvious. If any of you have any crits or advises of things to improve with my texture, I'm dying to hear it. Trying as hard as I can to improve my work. Cheers!
-
Thanks =) It's going to be used for a cinematic render, and in-game, so I figured it's better to start out large because you can always go down in size for the in-game model.
-
Here's a little WIP: Piano is 1006 tris and 1024 color map. Bench has 204 tris and 512 color map. Normal and specular maps will come in short.
-
This site was posted on Adam Capone's blog some time ago: http://home.f01.itscom.net/spiral/research3.html Some really sweet shots of fantastic environments in there
-
Thanks, you're too kind <3
-
You're welcome Here's some more texture practise:
-
Don't know any tutorials for this I'm afraid, but I wouldn't mind sharing my workflow in case that would be interesting. 1. This is about as how basic it can get, nothing but layout and colors. 2. Simple shadows and some lighter parts added. 3. Defining edges using smaller brushes. 4. Material overlay blended in and contrast added to all layers below. 5. Details 'healed' in from a photo reference image. 6. Brown colors painted in using Overlay, as well as painting over some noisy material with a regular brush. 7. Contrast, color and sharpness added. 8. Some final touches and a little more sharpening in some places. Hope this was of some help, didn't want to get carried away. I'm sure there are people here with far more experience on this, and my way isn't the 'universal' way of doing this, there are several different ways.
-
Thanks everyone! The normal maps are actually made by several crazybump renders and lots of blue paint. Since I paint the designs from scratch I usually have layers at the bottom of my layer palette with the most basic shapes, which with some editing makes a good base for a normal map after a slap of crazybump. Most of the time the renders from crazybump has way too much unwanted details, but they are simply removed by painting them over with a color of 127 127 255. Doing more renders which contains some wanted details and putting them on Overlay makes it possible to combine diffirent elements from diffirent renders. I'm sure you can get a much better result from sculping but I simply lack the skills to get a decent enough result, so I "cheat" instead I'm really glad you all like my stuff, more stuff will come for sure
-
Thursday night texture practise: Mostly painted by hand, some photo materials blended on and healed in edges. Crits are highly appreciated =)
-
Thanks a lot for the replies! Some really good tips you've got there Philip! Will try it out immediately =)
-
One last try.
-
No responses, well well I'll just keep posting then =) Gave my brick texture a little facelift: EDIT: Now with normal map! EDIT again: Still grateful for replies EDIT AGAIN: I'll be quiet now
-
Got around fixing my textures and adding normalmaps to some of them. Here's a render of another texture from Decadence that just got pimped: EDIT: Since no one ahs replied I might as well post another one =) Crits are highly appreciated!
-
Totally random texture:
-
vivi <3 =D csharp: Nope, none so far, but there will be on some eventually. It wasn't prioritized in the project, well not before the first deadline anyways so it was more important to replace dev-textures with actual textures first.
-
Thanks for the replies everyone! And thanks for the welcome. I think you're right about some details sticking out a bit too much, but that wouldn't be too much work fixing it though. If anyone has any more critisism to give, I'd be happy to hear it. I'm eager to learn from you guys
