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TWahl

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Everything posted by TWahl

  1. I decided to take some personal time this weekend so I will pick back up on this project sometime the middle of this week. Need a breather.
  2. Yeah there are some very talented people on there. I have frequented there forums for a very long time now its about time I make some posts there.
  3. Crazybump does not support emission channels, that's why you don't see the lighting on the last screenshot Also, yes, I too started noticing the smudgy details you mentioned, it might have to do with some of my brush settings that I am using, or something else... Unsharp mask would be a good option. Also the caution stripes I just added for fun, wasn't really much of a reason just wanted to see what they would look like and they will probably go away. Its funny you mention the green color scheme kinda sucks lol I woke up the morning after I made that one texture and thought to myself "what was I smoking" when picking those colors (was up really late). I am still working on the pallette as I speak. And in regards to surface normals I will be taking those secondary details into account as I mentioned. Thanks for the feedback though josh I should make an account on the Polycount forums as well and get some critiques over there.
  4. Nearly done with finalizing the "concept texture", just need to sort out some tiling issues with a few layer masks (as you may be able to notice roughly in the middle of the sphere where the textures butt up against one another). Nothing too hard to fix. Then I can start cranking out the good stuff. All the paint and scratches, etc. will be incorporated into the normal maps to help them "pop" more and be more realistic. The raw normal maps will be included in all versions of the pack as well if you choose to use them instead for editing or aesthetic purposes.
  5. Yes I have definitely taken a gander at the quixel suite more than a few times, might give in and purchase it just to speed things up and get things done quicker. I could be able to get some pbr compatibility in there as well. I already have all of the normals and occlusion info done for nearly all the textures I have made though
  6. Added some paint. Overall I am digging the military look, of course I can alter the coloring drastically for a more warm or cooler feel, or leave the paint out altogether for a purely metallic surface. The pack will ship with each texture diffuse map coming in different colors so you can choose, or if you purchase the platinum edition you can modify the PSD files to your liking. This was whipped up rather fast and I am not entirely happy with the chipping effect, but my goal for today was to establish a good, basic feel for what I am trying to go after. Of course once I have more textures done I will make some test scenes in leadwerks to see how they look in various lighting conditions. That will be all for today, will experiment more tomorrow.
  7. The most time consuming part of the process is painting in the major scratches, which are done with a modified chalk brush and a tablet. Those whitish squares are supposed to be lights and will have emissive maps.
  8. The beginnings of roughing out an initial concept, this is very work in progress. Need to establish a good preliminary look on one, which I will use to replicate on the rest of the textures in an assembly-line fashion.
  9. @Josh I will definitely be aiming for a professional, portfolio-quality look By Friday or the Sunday at the latest I should have a reasonable handful of examples to show regarding fully finished textures.
  10. About 95% done with phase one of this project, just a little more 3d modeling and baking, etc on around 10-12 more textures and then I will move on to the painting process. Current content numbers: 32 trim textures 57 wall textures (plus variants) 56 floor textures (plus variants) 8 detail textures (for pipes and more specific uses) There will also be a small selection of "circular" textures that I will be creating specifically for cylindrical details like caps and such. I have not figured these out yet but I will probably hold off on them until later. This has been so far a huge undertaking! Stay tuned.
  11. I have a plan for how I will be doing the environments which you guys will be able to see sometime in the not too distant future, it will involve modular pieces that can be used in conjunction with csgs.
  12. Accidentally made two topics of this. Feel free to remove.
  13. Hey guys, just wondering if anyone has created any sort of depth of field post process shader for leadwerks (that works well)? Would like to be able to use this effect in my scenes in the future. Thanks.
  14. Really hammered down and have got a ton of work done on this project today so far. Things should start getting interesting beginning next week. Thanks guys!
  15. I have some ideas in mind. Clever slicing and application of materials onto complex objects is one of them, without making it looked "hacked". Some other modular workflows utilize this, like this tutorial http://www.thiagoklafke.com/modularenvironments.html I will also be creating a few atlas textures. There are also lots of "thin" trim and detail textures that I have which I will be using.
  16. Thanks again guys! A little bit of old vs. new action (the orange-ish texture was made back in 2010 or something when I was just starting to get into this kind of stuff) I simply took it and reworked it into something new and MUCH better.
  17. I have been using Doom for a lot of my reference materials, Doom 3 included as well. I will definitely be trying to recreate those types of environments like you describe
  18. Thought I would show you guys some more stuff today
  19. I figured. Thanks again! Just wanted to make sure.
  20. Okay good to know, but would that mean that some of the wall pieces will not be able to cast shadows in, on, or around themselves? Or am I mistaken?
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