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Practice realistic texturing

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  • jaaamesss
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    Hi artists,

    first: I like your textures.
    Second: Can i ask (maybe stupid) 3 questions? What is cavity map? What is it for?
    What is prtP?

    Thank you very much.
  • ivanzu
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    ivanzu polycounter lvl 10
    jaaamesss wrote: »
    Hi artists,

    first: I like your textures.
    Second: Can i ask (maybe stupid) 3 questions? What is cavity map? What is it for?
    What is prtP?

    Thank you very much.

    Cavity map is basically more detailed version of AO map,its used to add details and generally takes longer to bake.Just multiply it over the diffuse or specular map.Prtp maps are basically normal maps I think they are called Bent Normal Occlusion Maps but I don't have much knowledge so cant really talk about that.

    Cheers!
  • Noise
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    Noise polycounter lvl 6
    I can't realy give you more info on the prtP but as far as I know it's better to have what you want to bake oriented face to front view.

    The resaon why I make my cavity map from prtP is, the cavity is quite long to bake and not the prtP. You can also do a cavity map from you normal with the xnormal plugin, ndo2, crazybump, knald,...
    This is the same reason for the curvature made from prtP. Curvature map with xnormal can be really long.

    I started a new project for the practice. This is a FN SLP.
    This is my very first weapon but going through polycount I get some basic idea of how make them and I also follow the milena's tutorial on youtube.
    But I really don't see how I to make the hole for the cartridge to go away.

    Here is the reference:
    Ref.jpg
    And where I'm :
    Highpoly_1.jpg
  • Noise
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    Noise polycounter lvl 6
    Some work on it.
    Left a lot, I'm not happy with the thing where you are supposed to put your thumb on the butt. But well after one night I'll have a new eyes on it to make it more believable.

    I have an idea to make the cartridge hole. It's not a real FN SLP without but you can actually recognize it.

    Highpoly_2.jpg
  • Noise
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    Noise polycounter lvl 6
    Today is the cartridge hole day ! But I'm more close to the final state than before.
    There is some weird shadow and floating geometry make some part look strange. But well pretty happy with the gun look.

    Left to do :
    • Cartridge hole
    • "Winchester" thing over the hole
    • Lamp
    • Sight
    • Lowpoly
    • Unwrap (Hell Yeah)
    • Baking
    • Texturing

    Highpoly_3.jpg
  • bobmartien
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    bobmartien polycounter lvl 11
    Thanks for sharing your PSD. Really cool ;)

    Keep postin'
  • robert.nally
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    robert.nally polycounter lvl 12
    Thanks for the link to the Mah brushes!

    I love the shield. It turned out fantastic!
  • dirtyhairy
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    dirtyhairy polycounter lvl 12
    duuuuude that shield is so SICKK!!
  • Noise
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    Noise polycounter lvl 6
    Hi guys
    It been a while I post something in there. I had no time to properly made something for the practice.
    The gun have some work need to be finished.

    But I wanted to practice texturing without any modeling (at least really limited to get some volume after the texturing work) or sculpting involved.

    The idea is to take some photo for reference and base to work from texture library. Improve them and make a small pieces of modular asset with them.
    I want to get the pieces working really well together. Even if the reusable aspect of the texture is not quite there for a version of it, I'll probably make a second version less specific.

    For now I have this starting of brick wall this is a very early wip as the brick part need some tilling work and some love. The transition between brick and wall is not yet made. And the 2 whites part will be metallic trim.

    BrickWall.jpg
  • doomprodigy
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    doomprodigy polycounter lvl 5
    Very impressive work on that shield. Nice breakdown too.
  • Noise
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    Noise polycounter lvl 6
    Some more work on this.

    Next step :
    • Modeling to have a better overview for the transition.
    • Work more on the brick texture to add some newly added brick into the wall, upper part.
    • Give a bit of color variations on the overall texture.
    • Work the metal part as this is just put there for now.

    When all is done I'll be working on the specular and normal map. For now there is only fast made normal map.

    brickwall_wip2.jpg
  • Noise
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    Noise polycounter lvl 6
    Here is some progress

    Next step :
    • Finish all the transition.
    • Add some variations color into the brick.
    • Add some height information into the diffuse.
    • Play around with knald and ndo for the normal map and specular map.

    brickwall_wip3.jpg
  • Dre#51
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    Great Model,detail and paint. Thanks for the share.
  • Noise
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    Noise polycounter lvl 6
    And here is the final texture !

    I'll be working on 2 other idea, a wood floor in a diorama look alike and a small part of a high school hallways, to have something with wood and another thing with concrete. I'll think of something with ground or wall tiles. Maybe a part of a public swimming pool.

    And yes one day work to have my gun fully done.

    BrickWall4.jpg
  • Noise
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    Noise polycounter lvl 6
    Another texture.
    I have really hard with wood to stay realistic without stylization of any sort. But well this is the purpose of this practice.

    Next step :
    • Finnish the plywood and add some glue to it.
    • Oak Beam.
    • Small intermediate beam between oak beam.
    • Upper part of the sheet rock.
    • A wall with a plinth and a windows.
    • Some hot/cold water pipe.
    • Maybe some props to give the idea the flooring is currently placed, glue bucket and tools.

    woodFlooring_wip1.jpg
  • Kaine123
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    Kaine123 polycounter lvl 10
    I think you might want to play around more with the wood specular. It seems like it would be coated or something.
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