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Posted

I re-textured this environment for a friend's Nokia N8 game. He's going to GDC next week to present the game, hope that helps somehow!

ff_beforeafter.jpg

Here's the arena ingame after he tweaked it a little:

PLqCc.png

Working on low poly handpainted textures is so much fun. You are free to do all kinds of crazy uv mappings that is usually not possible with normal mapped textures.

  • 1 month later...
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  • 3 weeks later...
Posted

3Dnj - fantastic subway floor textures. knew asap what it was. (if thats not what it's based on, then ohh well.)

anyhow, here are 4 textures i'm working on, and their use on modular environment pieces for a game called Radiant Escape.

XfXFJ.jpg

jAQc5.jpg

render from maya, roughly the lighting we want.

xygI5.jpg

ePYeM.jpg

2 screen caps from Unity, with point lights dropped in to show spec and normals.

James

* EDIT: these are still WIP, alot of the UVs are not quite lined up correctly, and subsequently the diffuse/normals sometimes look weird....

Posted

I think you could use more geometry. Also, try painting scratches into your specular. They will show off nicely :)

Here's a material I was working on a little bit ago w/ a new zbrush workflow

tiles01_preview.jpg

Posted

you've just blown an entire maps memory on a tile texture :P

Downscale that sucker or you'll look like you have no idea about texture memory limits ;) (keep the 2k and maybe mention it could be used for some next gen game)

  • 2 weeks later...
Posted

The texture is really noisy and reads more like concrete than metal. Take some of that noise out and look at reference for metallic surfaces. All your detail is really fine, you need more broad detail. Most of those scratches won't be visible from far away, and the texture will look quite bland.

Posted

you've just blown an entire maps memory on a tile texture :P

Downscale that sucker or you'll look like you have no idea about texture memory limits ;) (keep the 2k and maybe mention it could be used for some next gen game)

I purposely made it larger for the sake of scaling it down.

Please tell me why this material looks awful. I tried going for the aged & cold mental asylum look, but I don't think it turned out well.

ViSv6.jpg

Posted

It doesn't look bad, but it is just very monotone atm, and a little noisy. Try painting in a little more detail, and getting a tiny bit of colour variation in there. Also, work on your specular a little more, don't just slightly alter the dif.

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