Wood texture I'm working on. My dissertation project is about making an environment without using photo sourced textures, so I'm currently experimenting with creating effects in photoshop.
Just some Chainmail I made for a friends game, 2 days of work, all normals created with Knald, and the rest created in 3ds max and photoshop, rendered in marmoset. Nothing fancy.
Great work everybody. I tweaked my older piece for new render, not hyper realistic texturing here, mostly speed challenge for me. Edge wear done in photoshop with filters
Wasting time with high-poly shit instead of getting actual work done. Rendered in Modo in a single pass. Very minor post work (levels and a touch of noise) done in Photoshop.
I started this model on my freetime for challenge but I couldn't finish it on time. Modeling with maya and zbrush, textures with zbrush and photoshop and rendered in vray. i will do some change on the model soon
^ High poly and original concept. ^ Baking progress ^ Maya Render so far. Built in maya, baked in xnormal, ndo and ddo for texturing with some additional texture work in Photoshop, Rendered in Maya.
Such great stuff on here as always. Really digging where you're going with that environment, Froman. Those Blizzcon busts are looking dope as well, Orb and Rawkstar. Trying to get into concepting with Zbrush and Photoshop. WIP:
It's just about adding tons of glow-planes everywhere. But the explosions are all hand animated in photoshop, so those are a bit trickier. But yeah, everything works good an simple out of the box - super awesome engine.
Just discovered how to utilize smart objects in photoshop during the tiling texture workflow process. Tryna put it to good use ya'll. Aiming for a lunar, wartorn terrain. This render sits the texture at about 512.
Made a tiling brick texture for a tutorial, link below [ame="http://www.youtube.com/watch?v=6PSrQPizlTY&feature=share&list=UUTFQTh-Nf3sQDwtnN_WKbMw"]Seamless Texture with Maya, xNormal, Photoshop, nDo2 - YouTube[/ame]