Just wanted to get some feed back, I'm working in GIMP so I've been reading over text for photoshop and searching out the correct methods in GIMP.
Anyways:
I've cleaned up the texture jpg a little bit since the screenshot but that's about it. Used a mixture of decals and texture work from CGTextures.com. Any feed-back would be appreciated.
Replies
The only crits I can give you now is that your concrete base texture is a bit too tiled. A higher resolution one would make it look much less repetitive.
Are there any good ways to break up a tiled texture without having larger resolution ones? Blurring techniques perhaps? I tried to manually break up the tiling of the overlay rust and dirt with different runs and positioning.
I don't have a payed account on CG Textures and I find there maximum size is usually enough.
You could probably improve your existing textures a lot by removing the dark seams in the concrete texture, it makes the tileing more obvious.
This method allows you to add a ton of variety and non-uniformity to your surfaces because you have control of their blending on a vert by vert basis.
Also your presentation here. Are we seeing a large texture sheet you made that you are mapping all your geo to? If so, I strongly advise you to make these textures by themselves instead of all on one big sheet like this. That way you can really tile them properly with your UVs. Stick to power of twos for your textures, 256x256, 512x512, 1024x1024, 512x1024...etc etc.
So instead of a texture that maps to the entire floor, make a nicely detailed wood texture, tile it on your floor geometry and then from there get a nice grunge texture and place it where you want it.
hope this helps.
This is a texture sheet purely for the walls/floor/ceiling of the room. I exported the UVSnapshot into GIMP and worked then assigned the material into Maya.
When you say tile vs using a texture that maps to the entire floor, how would you achieve tiling in Maya? is that possible as a material assigned to an area? Also how would you achieve uniqueness beyond the texture if you used tiling? I ended up tiling the floor wood then using a set of layers (rust and grunge) over top of the base tiling.
I'll play with the walls in photoshop and post an update to see if my work can clean out the seams a little, if it works I'll call it a success in learning the basics.
Appreciate the feedback!
I'm gonna try this lighting use of Ambient Occlusion included into the texture that my reading suggests and see how it turns out, I'll post a follow up afterwards.
I whipped up a quick example of what I meant before using your current texture. Hopefully this helps.
This is just my stab at understanding, I would take the UV layout for the walls and solely scale them to fill the space I used within the first picture for everything?
Then do the same for the floor, and the same for the ceiling. Is there an efficient way to scale the walls together to fill that space or would I still need to break the walls down (Two walls per section, one on top, one on bottom)? I would then build a texture for the new layout of the walls, ceiling and floor individually and load each texture (Floor, ceiling, walls) in maya separately? The result being higher resolution, does it have any effects on the models resources? (Loading time, rendering time?)
Appreciate the help, super helpful learning.
Should pretty much close out this line of learning, any feed back would be appreciated.
If you don't have Photoshop, you can download a free copy of CS2 from Adobe here (Adobe kindly released it as freeware): http://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html
I would recommend getting used to an older version of Photoshop over using a freeware program, like GIMP or Paint.Net, because it will help you to build the skills necessary to become a better texture artist. Hope that helps
Ill look into lowering the intensity just to see how it affects things.
Thanks for the feedback.
Turn off shape recognition in CrazyBump.
if/when you get into the industry, it will be way easier to work as you will be used of teh way PS handels things and so on.
Is it really that different? As much as I would love to just work with Photoshop (Newer versions anyways) it seems like besides a few of the choices and workflows for a particular effect GIMP has enough scripting and plugins to achieve the same thing. Even some of the stuff from the tutorial I'm working through took maybe 4-5 minutes to find a transfer over into GIMP.
I'll download the free PS2 and give it a try, just another tool in my eyes. :thumbup:
It's definitely what Luka said, building great Photoshop skills early on will make things easier for you down the road, mainly because it is the defacto image editor for pretty much every game studio. It seems a little intimidating at first, but it will easily grow to be your favorite image editor too after a few weeks/months
I just don't want to get attached, the price tag on software is steadily growing T..T