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Posted

I check once in a while, hoping to see some of your guys work, but you rarely post. Here's some of my recent stuff to get you started:

comparison6.jpg

comparison7.jpg

comparison8.jpg

comparison9.jpg

comparison10.jpg

Give some feedback and post your work.

-Method

You mean, one of the _many_ sources ;0

Posted

Rick_D: I don't follow Rick? Maybe I missed something.

Sentura: Believe it or not, but that font is Impact. It's a default font that comes into font package on most computers. It's the fattest one.

I used this image as the background (well yellow part):

http://www.cgtextures.com/getfile.php/2 ... a3180b4e91

This is the rust I used:

http://www.cgtextures.com/getfile.php/1 ... a3180b4e91

Simply paste it as a new layer to the yellow metal and set the layer mode to Darken. It should hide everything but the rust. Rescale and play around with it's position.

Also, like I said previously, always work with the size you will end up in the end. Otherwise you will waste a lot of time once you scale the texture down and loose the detail you put.

Btw if you want you can use the sign I made. I don't mind.

-Method

Posted

Method, could it be possible that you could show some methods for some other type of textures ? So we can see the way you get to the final texture?

I loved the walltutorial, but i would love see other texturesmethods.

I know i ask much, so i understand if you dont have time for this

Posted

killertomato: One love brotha'.

Nysuatro: There's not really much to show man. Same methods apply for creating textures as I showed in my tutorial. Just lots of layers and color tweaks. Sometimes I look at textures that has been created for next gen games (games that support bump, spec and etc.) Then try and recreate them using photo reference from CGTextures.com. For example that metal floor texture, I was inspired by some of HL2 textures. Tried to create something similar.

The best way to learn and become proficient at something is to study masters. So look at the textures from your favorite game and try to recreate them. You WILL learn a lot from that. I did the same thing with level design. I would spend lots of time analyzing levels from my favorite games.

I just realized that I make big mistake by not saving the .psd files. I usually flatten the layers and make sure they're tilable. Thus overwriting the layer stack. Otherwise I would have lots of .psd files to show as an example. I'll make sure to save .psd in the future.

-Method

Posted

This is my first proper texture attempt in a long time:

ceiling05abeforeandafterl2.th.jpg

You can ignore the left hand side; that is before some layer tweaks and contrasting which result in the final, right, image.

I feel acomplished by it, but I think I have a lot of practice to do!

Posted

That looks good, merk. If it's going to be used a lot (and decently sized) then I'd be tempted to make the perspective less pronounced, though. I.e. make each slat more like | | rather than / \. I suck at making textures though, so it's probably safe to ignore me unless someone else agrees :oops:

Posted

I agree with Defrag. Unless of course you will model and generate normal map off it.

Nysuatro: I found some .psd of the textures I made, if you're interested I can email them to you.

-Method

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