Your value range is pretty narrow with this one. It just doesn't have that level of polish that the stucco one does. Try introducing some brighter highs, and a bit more cool greens in the shadows. I'd start there and go from those things. I totally agree with you. I have worked 10-15 hours of textures that just aren't…
Hi Jessica, My questions for you are, when you layout your UVs do you intentionally not try to overlap them for baking lights in a scene? I understand what you guys are doing by placing UVs outside of 0 to 1 UV Space, its awesome but is lighting and baking anything the reason why? I am confused and still wonder if baking…
Oh right! I still wanted to tell you off for being so lazy and copying that cow :D Making such awesome stuff and then copying the same cow 4 times. TSK TSK! :p Huge improvement on the roof tiles btw, at first I didn't mind the big steps in the gradient, but after seeing the improved version I'm glad you spend more time on…
@bbob : No, I was talking about the AO you usually multiply on top of the color map I dont think youll go over the 1x1 space for a prop. But if its the caseand you want an AO just to add details like trims and stuff like that its ok (because youll usually go for a stretching on the X axis) Here is an example (I dont…
I usually just take my screenshots in the 3DS Max viewport, with 1 light source (to direct the shadow) with the material set to 50%+ (the number is not really set in stone, you'll have to play with the number) self illumination. You could try adding more lights if you want, with self illum you shouldn't need a fill light…
Yeah, that's really oozing with personality. For the draw calls, every texture will create one more. Dan's example is a great way to get 2 tiling textures on one sheet (aka 1 drawcall). It's great for objects that share a very common look. I could see that used on many objects in a temple/ruins scene. Or you could have the…
dissonance - No way! hahaha thanks that is really flattering :] Seirei - I'm surprised too :0 I thought I was the only one was clueless about them haha. It is obviously not the first thing I learned when I started texturing. I just learned a very linear process of building a model, unwrapping it, and packing it into the…
Cool concepts and cool to see you still at it. One thing you were concerned about and that no one seemed to mention is extra verts due to splitting faces apart for uv mapping/tiling. It's a legitimate concern, something you should keep in mind. (try not to split in the middle of smoothing groups) But in this case it…