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Posted

1 - Two photos, one with soft light blend mode to add some elements to the other, and both with lots and lots of various kinds of color correction and noise removal and spot healing.

2 - Thanks!

Thanks punky for the crits :)

Posted

Looks great BJA.

As for specular map colors it all depends, just test different hues until you find one you like. Basicaly, it must compliment the diffuse map instead of doing its job, so use only desaturated hues, unless you want an extreme effect of course. You can also use the specular color to "white balance" a texture. Let's say, you got a plain yellow texture, it's going to look pretty bad ingame if you use a yellowish specular map. In order to balance it you should use a blue tint instead (which is its complimentary color, that's 180º on the ohter side of the color wheel). These articles should be pretty useful:

http://www.faceters.com/askjeff/answer52.shtml

http://www.iddevnet.com/quake4/ArtRefer ... ecularMaps

http://www.pioroberson.com/tuts/tut_tex ... tricks.htm

http://www.itchy-animation.co.uk/tutorials/light01.htm

There's not a rule for this really. Most objects in real life would have a white specular map in a game, but that would look boring. It's more of an artistic decision that's up to you ;)

Posted

Folowed a nice tutorial by some guy called Garrador, and came up with this.

It's basicaly my first texture made from scratch, cos I'm a total texture noob, still learning it! :)

2hd8ikl.jpg

Posted

Btw. does anybody know how colored specular maps "work"? for instance, which color is recommended for wood, which for metal, concrete etc.?

It's all there mate:

http://www.game-artist.net/forums/tutor ... -maps.html

Btw BJA, I'm going to grab the opportunity and ask you if it's possible if you could take a screenshot of your 3DsMax scene viewport, I'd live to see how many lights you use, and which colors. Cos I love the screenshots you posted, those lights really show the normal and spec maps nicely.

  • 3 weeks later...
Posted

Started working on some TF2 textures, possibly for a map or they might just end up in a pack of models/textures that will happen anyway if the map does. Im thinking of going with some sort of over-stylised Aztec theme. I halved the size, as to not clutter the page too bad.

StoneWall.jpgStoneWall_Pillar.jpg

GreenGrass.jpgBrownDirt_normal.jpg

Here's an in game shot, because the way Valve does their TF2 textures they really rely on the shaders to get the depth.

stone0008.jpg

At the moment i have the painted stripe to define team spaces, but I feel it's pretty lame to just go with the overdone painted stripe. If anyone has any other ideas it like to hear them. Also, how can i hide the view model in TF2, impulse 200 doesn't work.

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