I'll be posting my work in this thread for now on, unless I start something big.
Will be showing a wide range of work in here. From 3d art, to textures and environments. Hopefully a few tutorials in the process.
I posted a few small things in here. In-case they were missed.
http://www.polycount.com/forum/showthread.php?t=80204
To start this off, here is a little wip of a chair i started tonight.
Replies
Great work on getting the wood frame details.
Nacon- Thank you for that, it did have a leather look to it. I havent done very much cloth work. I redid them with better wrinkles, to match the photo.
55joe- Thanks
I will have a game mesh and textures soon enough! Stay tuned.
Nope, I'm not a maniac.
edit: sorry, how about now? just switched to use dropbox.
A few pointers that I can give would be; (keep in mind, I'm no expert. Just knowledge I've gathered through the years.)
1) The scale of your texture is most important. Depending on the resolution and use of the texture, you need to make sure that the real world measurements are adequate. You don't want to make a texture that tiles every 15 meters, or you are just wasting a lot of quality and spending too much time modeling out more pieces.. Then you don't want it only being 1/2 a meter or it will be very obviously tileable in-game. (still depending on what it will be used for) I usually go around 3-4 meters for regular terrain textures.
2) Make sure that the details you are adding do not glare out when tiled. This goes for modeling and texturing. Always take a step back and tile your work while you are progressing on it. Just keep a good amount of all around detail.
Look through this Naughty Dog art thread. There are a few pages that cover this stuff. Really inspired me to start delving into more texture work like this.
http://www.zbrushcentral.com/showthread.php?t=79141&page=1&pp=15
Hopefully that helps.
Highpoly Zbrush render. Sculpted 4 rocks for this. Total time about 3 hours.
I am having some trouble figuring out the best way to go about it since you cant export a real ao map from a Zbrush document (that i know of). Zbrush materials and Crazybump maps really dont cut it.. I'm working on a method to get a clean bake in xnormal, using a displaced grid from my document heightmap. A few more tests and i think ill get it
Other than that, this is just a very deep texture to capture without supporting geometry.
!!
in case you dont know any of those methods here are a few.
1. toss your normal map in crazybump, go to displacement and take the enhance detail option all the way up. bring that back to photoshop and put it on top of your layers.. set to screen. play with levels and opacity.
2. Take your normal map in photoshop. copy and paste the red and green channels of the normal map to new layers. overlay and merge them. run Filter > Other > High Pass. mess with the slider so you get a good outline around your tiles. level and set to screen and adjust opacity.
hope it helps.
No lightmaps yet, so the lighting is a little harsh
and some modular pipes
I am interested in learning your honey-comb method.
Cheers.
Chris
Level I did for 2013 - Infected Wars. Optimized for A4 apple products. All work done by me, except for a few civilian vehicles. Will post some breakdowns soon.
great job and cant wait to see the breakdowns!
Here are some Lighting shots. Used a lot of Lightmap Modifications to get the extra details in there. Normal maps were also baked down into the lightmaps.
Instead of using any emmisive textures/materials. I made a simple method of using very bright lights next to a section that you want to look bright.
Lastly is a wire shot of the level. Since the atlas/level uses a lot of tileling textures, you can see a lot of grid work.
Textures used
http://www.tyler-walters.com
Just a start to my first custom web design. Stay tuned for more updates in the coming months.