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[2D] Texture work


kikette

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Hi Mapcore !

I shown some of my work in the and such we suggested it to me, I think it's time to pack it into a single topic. To make it (maybe ?) more interesting, I'll also show the date of them.

But first, for those who don't know me, I'm Geoffrey and I'm actually a 21 years student in Computer graphics at HEAJ (now called ESIAJ).. I do not have huge pretension into 2D since I continue to think that I'm not a good drawer but since I discovered Texture making... well, it released me from that mind constraint and now I try to have my proper style.

To not overload this topic, I'll only show the """"best"""" thing I made at a specific moment. Maybe it will encourage other people like me because I made really ugly thing before.

Anyway, texture time o/

November 2011

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December 2011

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January 2012

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March 2012

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Sorry, from January to April I did my Intership at Hydravision (RIP ='( ) so I don't have lot of thing to show.

April 2012

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May 2012

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July 2012

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August 2012

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October 2012

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November 2012

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If you have any question (or work opportunity ? =]]] ), I still available here or at rosin.geoffrey[at]free.fr

Thanks a lot for your attention.

Please, don't forget to visit my website : http://geoffreyrosin.com/

and my Tumblr : http://rosingeoffrey.tumblr.com/

Edited by kikette
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Jaw dropping stuff! It's amazing to see the progression.

I noticed that your latest stuff is slightly more stylized and looks really really good, what changed in your workflow? Mind talking a little bit about how you start and how you tackle a texture from start to finish, nothing too elaborate, a paragraph on the subject would suffice. :)

congrats, inspiring stuff!

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' timestamp='1353112013' post='317117']

I noticed that your latest stuff is slightly more stylized and looks really really good, what changed in your workflow? Mind talking a little bit about how you start and how you tackle a texture from start to finish, nothing too elaborate, a paragraph on the subject would suffice. :)

congrats, inspiring stuff!

For me, the first important step is the "lighting" setup of my texture, how edges will catch the light, etc. Before, I only used an AO layer and it was obviously not enough (left part). Now, I compute several maps (Cavity, heigh) and sometimes I extract the green channel of the normal map to use it as a vertical lighting in my texture. It's completely old school since normal map are here to add this detail with the lighting of the scene but that's an artistical choice and I know that my wall will always be vertical.

fd171cf195d499012208f3fd1c2b3.jpg

The second step is the materials work. I never use them directly because of lots of things like the photo grain, Jpg artifact, etc. I treat them as little texture to reuse them later.

3dd7b97137dba7597ccc8d31362f3.jpg

And the final step, after setuping materials and lighting in my .psd, I add some unique detail (White spot, dark thing) with really simple brush to avoid adding more noise because of mip mapping and to keep a good reading of the texture.

Yeah your woodwork textures are tits.

I wouldn't mind throwing you some change to do some texture work for me. Do you pretty much do diffuse only?

For Gametextures, I have to give Gloss map, specular, Heigh, Normal, emissive, diffuse in 2048² so it's ok for other maps ;) The only thing I'm not confortable with is texture sculpting. If you have something for me, I'm very interested !

Truly inspiring.

You can almost see each individual layer on your earlier stuff; stuff didn't blend too well. The more recent ones though, damn. Everything just blends so nicely. Incredible stuff.

Eh eh ! You are completly right. And this is funny point because when you are a little beginner, you always think that stuff you add isn't enough visible and you try to make it more evident. At least, you obtain something without any point of interest ^^

Thanks for your comments all =)

Edited by kikette
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Looking really cool. for the glass, you could also, or for another texture in the future, just paint in R and G channel of the normal map, some fragments slightly brighter or darker, to give the impression that they have a slightly different orientation. Although I never tried it for something like that, not sure how interesting it would be.

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The cracks in the glass look a bit too soft where the light hits.

Your are completly right =( The problem is I used a large brush because I feared that after a resolution reduction the stroke would disapear. I'll do better the next time =)

For the glass, you could also, or for another texture in the future, just paint in R and G channel of the normal map, some fragments slightly brighter or darker, to give the impression that they have a slightly different orientation. Although I never tried it for something like that, not sure how interesting it would be.

Hey ! That's a really good idea =D I'll try it, thanks ^^

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