here's something I started working on a couple days ago...
Trying to build a library of diffuse/normal/spec maps for a pseudo-photo-real-ish texture pack.
Thoughts/critiques/comments welcome/appreciated
I plan to redo the metal, but wanted to show it anyway to get comments.
Replies
hur hur hur!
@jordan.kocon - Yeppers, the pack will be available ... the textures will be d/l as psd (with all the layers) or 2048/1024/512 tga files...
@Ghostscape - i know you do man... and the normal of the particle board may be a bit strong... but if it's not strong you can't really see it... people can tone it down to their taste pretty easily, so i'm not terribly worried about it. But I do agree with you 100%... and miss you guys 200%... How you doin broham? You ever fix your uvw problem?
@Wonkey - thanks mang, they're 2048's right now... but they'll be available in smaller versions when they're all done up.
@igi - Thanks, i'm glad you dig it.
Cheers guys!
Worked on a concrete... i put an orange "decal" type thing on the top to see what it would look like with an orange "decal" type thing...
The base texture probably shouldn't have the decal on it
Probably because of these scratches.
You can see on different photographs that there is not so many little scratches (even if the concret is really damaged/old)
http://www.cgtextures.com/texview.php?id=8897&PHPSESSID=p9o0u1aem1ntmk3sg59u9s8kv6
On this one (which get more scratches), you can see that they are more deep and straight that the ones you have.
http://www.cgtextures.com/texview.php?id=41945&PHPSESSID=p9o0u1aem1ntmk3sg59u9s8kv6
I really like the first 2 textures by the way.
I'll do another concrete tomorrow
I'll remember this normal map for when i decide to do leather
cheers
Right now it looks more like an old leather book. I always think of concrete looking very cold.
The Normal strength on the plywood looks a bit too strong. The indents do look right, just too deep.
Drop the DoF on those renders tho, it blurs everything out (duh).
How did you made the wood from scratch? Wood has always been my problem
on the particle board it seems like your normals are a bit too strong (seen towards the right hand side)
for the metal, the dents look a bit low res, dont know if they were sculpted or whatever but they definitely need a resolution increase (for when you rework it. )
and the concrete is ever so slightly too specular.
aside from that. awesome
worked on this today... some of my own notes in the image...
Some weren't diggin on the DOF... so i just took a snapshot of this one
Thanks for the great feedback up to this point... I've really tried to incorporate as much of it as I could...
I added some blue to the spec to make it seem more cold as ZacD mentioned... also nixed scratches but tried to get some cracks in there... a lot of the cracks steel feel like scratches maybe?
@maxivz - For the wood, I always like to take some boxes into zbrush that are the dimensions of the planks, and then use trimdynamic brush to get the "bevel" on the corners... I then go over it with the DAM Standard to get deep cracks... The rest is either painting it up by hand, or doing several quick layers of photoref... mostly a combo... for the particle board, I made a custom brush for the wood chips and layered them as different shades of grey... then turned that into a normal map... I think i'm going to revisit the particle board... not really digging the way it came out...
Anywho got busy at work, so this isn't the "tomorrow" i said... but it's close enough ...
Cheers, guys... thanks for the crits