Renzatic on 26/10/2008 at 18:52
Hell, I derail threads all the time, and no one's screamed at me yet. Plus your question isn't exactly off topic, so I say ask away if you've got any questions.
Anyway, the (
http://users.chartertn.net/greymatt/door_final.jpg) door is done and up on the site. I'm thinking I should've left the pins off the texture, but...eh. It looks alright.
Renzatic on 28/10/2008 at 15:11
I'm $100 poorer, but now rich with Crazybump goodness. Expect alot more textures from me soon. :D
Judith on 29/10/2008 at 09:20
Nice! I was about to do the same, but I actually enjoy making my own normalmaps, even if it takes more time. :)
Renzatic on 29/10/2008 at 14:17
So do I. In fact, I haven't changed my usual workflow too much since getting it. But I find that, in general, it cuts about about an hour of base tweaking out of my usual 3 hour average on making normalmaps. That's a goodly chunk of time, and the end result was actually sharper and more defined than what I usually put out.
I'm impressed. Dunno if I'm "it's worth $100" impressed just yet, considering I'm still coming to terms with the thing. But it's a nifty little tool.
edit: Talking about something, but not posting a picture and going LOOK LOOK LOOK isn't like me. I'm afraid I might be growing up, or becoming more humble, or something horrible like that. (
http://users.chartertn.net/greymatt/color_brick_test.jpg) Here's the texture I made to see if Crazybump is as crazy as its name implies. For a quick and dirty test, it came out pretty well.
Judith on 29/10/2008 at 15:42
Quote:
usual 3 hour average on making normalmaps
:eek: You really are a perfectionist ;) Or you're talking about baking normals from high-poly model as well (hopefully). I rarely spend more than 30 minutes per one normalmap, but I'm using web resources mostly. And I know absolutely nothing about UVW unwrapping, I got 3dsmax 8 Bible, but still didn't have time to study it much.
Renzatic on 29/10/2008 at 16:36
Quote Posted by Judith
:eek: You really are a perfectionist ;) Or you're talking about baking normals from high-poly model as well (hopefully). I rarely spend more than 30 minutes per one normalmap, but I'm using web resources mostly. And I know absolutely nothing about UVW unwrapping, I got 3dsmax 8 Bible, but still didn't have time to study it much.
Anal retentive is a better word for it :P And I'm talking about regular normalmaps based off of stuff I grabbed on CGtextures and ran through PS. If I'm doing a bake, I can spend upwards of 3 days goofing around with it.
Really, the way I make textures is like a huge string of what if scenarios. I'll do something, think something else might look cooler, do that, do something else, go back and fix something, ect. ect. After a couple of hours of poking and prodding, I'll sometimes have a texture that looks halfway decent.
And UV mapping isn't as hard as it looks. It's confusing at first, yeah, and almost always tedious as hell, but once you try it a few times, it becomes a fairly straightforward affair.
Reading about it in one of the Max bibles probably won't help you out too much. It's one of those things you get a better grasp of when shown how instead of read about (at least for me it was). I'd suggest parting with some cash and grabbing a tutorial off of Simply Max or Eat3D. Once you do, it'll open up a whole new realm of fun for you. :D
Beleg Cúthalion on 6/11/2008 at 20:53
That's one idea as well.... because I have imported the old ones into TDS and tried to polish them a bit, although I fail spectacularly at Photo Shop (which I don't even own, but PSP is also too high for me).
Renzatic on 19/11/2008 at 01:42
In a horribly desperate attempt to hone my skills so I can preen in front of everyone and make more of an ass of myself, I've decided to make a texture (
http://users.chartertn.net/greymatt/groutless_wall.jpg) ...the loooonnnggg way.
I'm only basing it on the stone texture below, I'll start by running it through Modo for the basic shape, then Zbrush for the details. I bought a Bamboo Fun recently, and, absolutely stupid name aside, it helps TREMENDOUSLY when it comes to 3D sculpting. We're talking night and day difference here. After all that, I'll retexture it in PS (the Bamboo Fun helps here, too), and then smack it up on the Store.
I expect to be done in 3 months.
Judith on 19/11/2008 at 07:59
O my, that's surely a lot of work! I'm not sure but I think in video games they're rather using parallax mapping on a surface, adding sms when there's gap in the bricks, etc. But I'm looking forward to seeing your results anyway ;)