once i had the diffuse done i duped the PSD and messed it up from there. I would push the contrast of some layers, increase saturation etc. Then I did use some cut up brushes with scattering and such to throw dirt on the surfaces, you can see it the most on the blue piece at the top. The thing about specular maps is pretty…
Nice stuff Tinman, thanks for this. Totally agree with using Max's procedurals in bump slot (and elsewhere if you want even!) to add more natural, quick variation to break it up... you can also use the same maps rendered out to diffuse as masks for wear and tear (similar to what pior outlined in one of his tutorials).
Most of the scratches were done in zbrush, some of the very small ones were done in PS. I took the painted scratch layer from the diffuse ran the nvidia filter on it in a couple of diff ways, like one sharp one and one blurry one and faded the two. And strangefate if you'd download the files or read what i said in the…
TGZ basically summed up the reason there's color in the spec map, as far as that layer on top of my diffuse it's the ambient occlusion render from the highpoly geometry. It's rendered out of max at the same time i do the normal map. Also this texture -doesn't- tile. I didnt really take the time to make sure all the maps…
tin finaly decided to download it and see that it has a nasty tiling issue in all the maps. I'm guessing your larger final doesn't have this issue? Striff, drop the spec map into the spec color slot and youl see why people make them. alot of difrent materials need a color spec map because the specular color isnt always…
StrangeFate, your last post sums up my problem I have with where this thread went. I pretty much completely disagree with the fact that you believe it would take so much longer to actually model. Modeling this was very quick and so was the zbrushing, and from it I was able to get a normal map, an occlusion map and the base…
So there isnt much environment art that get's posted, and we've all seen a lot of next gen characters and such, but not a lot of environment or texture work. So last night i threw together a little 512px wall texture. It's not the greatest thing in the world but hopefully it can help answer any questions about next gen…
I haven't posted a crit in a long, long time. And outlining some stuff here is the most I've done in an even longer time. He offered the PSD file up and instead of contributing I wanted to offer some advice. I don't think my work is better, nor did I do it looking for attention, that's a pretty lame thing to think. The…
on imperator i made oodles of normals for textures verry similiar to the example tinman posted, and i experimented with high poly and the photoshop options, in most cases similiar to his example, i chose modeling, modeling shapes like that is super quick and efficient if you make good use of lots of floating geo, i…
[ QUOTE ] i've seen a lot of people take their difuse and just greyscale it and run it thru the normal mapper.. thats one of my biggest normal map pet peeves [/ QUOTE ]