First step is to share images of what you've done so far. We have lots of things to look at here http://wiki.polycount.com/wiki/TexturingTutorials Also check out Texture Baking. http://wiki.polycount.com/wiki/Texture_Baking Have you made any models to import into a game engine? Or have you made only high-poly hardsurface…
Something that might be of interest to you Rurouni, a rock tutorial by PhilipK that was recently posted in the technical forums - http://philipk.net/tutorials/modular_rocks/modular_rocks.html
Hey Tin great work and nice site! Got a question still - how do you do get that intertwined look on your highpoly grass/roots and cables ? Just like here http://www.mutantspoon.com/portfolio/hpfrank.jpg here http://www.mutantspoon.com/portfolio/vinewallhp.jpg and here http://www.mutantspoon.com/portfolio/modularpillar.jpg…
The normal map turned out okay I guess, but I think I may have to size it up to 2048 pixels instead of 1024. I should propably have tried to build this modularly from the beginning, to get better texture res. If there is time over I might redo it, but I have to move on.
Hi man, saw your work it looks good but its all short tech demo stuff would suggest looking at industry artists who do environment art. Since that is where you want to be. Some links that might help you, last link is more about CV. http://www.thiagoklafke.com/modularenvironments.html…
Yeah, no problem. They worked really well. You can always adjust the intensity or smooth it out. The textures are part of the project files from here: http://www.thegnomonworkshop.com/store/products/tutorials/vmo01/. Also, read this: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
I would focus on one small area and fully do the diffuse, spec, gloss, and normals from start to finish. Right now it seems like you have a good hold on the design of the level, but are spreading yourself thin on the art by doing a very little bit of everything. Depending on the art style you are shooting for, the lighting…
The blurry padding is done with the Solidify filter, or something similar. There are a few different ways of getting that effect. MIPs: http://wiki.polycount.com/wiki/Mip_Mapping These articles explain how the UVs and textures are laid out. http://wiki.polycount.com/wiki/Modular_environments