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Eudaimic
10-08-2002, 12:42 AM
Hey there,

(This is a repost from the photoshop forum, please take no offense :D)

I was hoping for some critique from people on this here desert texture I've done. I've made bump, spec and spec color maps for it as well (for use with max5), so if you know anything about that kinda stuff, I'd love to hear from you.

These are 512x512, the original (which I suggest you get here (http://www.binarybonsai.com/misc/deserttextureset.zip)) is 1024x1024 and therefor of course a lot more detailed.

Thank you.

http://www.binarybonsai.com/misc/desert.diffuse.jpg
Diffuse Map

http://www.binarybonsai.com/misc/desert.bump.jpg
Bump Map

http://www.binarybonsai.com/misc/desert.specular.jpg
Specular Map

http://www.binarybonsai.com/misc/desert.specular.color.jpg
Specular Color Map

Tumerboy
10-08-2002, 02:55 AM
looks good to me, a lot depends on how you plan on using it. . .

is this going to be a 1'x1' square that's tiled like mad, or is this a 100'x100' section?

I think it would work better as a 100'x100' section, with more defined detail bump and color maps.

Anyway. . . looks good. How'd you make it? all PS? or something else?

Mind making a tutorial for it?

Thanks

Anthony
10-08-2002, 06:18 AM
Looks good. Couple of tips. First, color variation. You want to have lots of different tones in your textures. You'll find that if you start by painting in the opposite spectrum as you want to finish in(in this case blue) and work your way around to the colors you want, layering and layering with different textures, you'll get a much richer render. Also, be careful of the patterns - this pattern will be very evident when it tiles/repeats, so you may want to tweak it out a bit. Really you should create textures for the scene you're working on, since only then do you know how detailed and large you'll need to make the maps in order to avoid this distracting blemish on the final frame. Keep up the good work!

Eudaimic
10-08-2002, 11:10 AM
Sorry, I should've clarified. My bad.

The diffuse map (in a slightly different form) was made for a realtime 3D project where a mech of sorts is walking around a desert landscape. Ideally the camera wouldn't see the texture tile more than twice, max three times. Because this would be the only landscape texture in the app, I made it at 1024x1024.

You can find a copy of the original texture in it's 1024x1024 glory at my site (http://www.binarybonsai.com/, look in the gallery section). Originally the dried out riverbed cracks were more visible, whereas now I count on the bump map to do that instead.

It's all PS6, I think I used 6 photo textures as base, created a transparent layer of a sandy color and finally tweaked that a bit by painting in a few changes in. That's the 'fast' version :)

Anthony: I think I know what you mean, but you wouldn't happen to have any examples would you?

Anthony
10-08-2002, 06:43 PM
Ah, makes more sense high res. :) Here's an example of some armor I made a couple years back now, and the diffuse(color) maps I used on it. Note that since its for a game you won't use quite as much color as I have here, because you don't have the surface editing capabilities that we do in our 3d apps. So here's the first texture, for the steel part:
http://antsin3d.com/reeldev/shoulderguard4_color.jpg
and here's the leather:
http://antsin3d.com/reeldev/suspenders_color.jpg
You can see how much color's in there. And then the render
http://antsin3d.com/portfo/July2k1/biogrearmor3.jpg
Since that model was aimed at TV res images, the colors will blend in and give the final frames a richness, even with basic light setups, that is simply difficult to achieve with exclusively using photo based textures. Hope it helps, its fun painting textures, and you can still use your photo textures as brush templates to paint with - opens up a whole new level of freedom for you.

Eudaimic
10-08-2002, 07:11 PM
Nice render there! I'll definetly have to check this out some more... I'm still very weak when it comes to using the various kinds of maps, especially the spec maps.

What package did you do that in btw? Not that it matters I guess, just curious.

Anthony
10-09-2002, 03:43 AM
I use Lightwave for all my 3d work(except motion capture, which I use Filmbox for). Your textures are already good - in fact I was in a similar situation a few years ago, using photos to make my texutres, when the then-art director over at Black Isle taught me how to paint them in Painter(easier than Photoshop, although you can do it in either). Changed my whole view of 3d and art :thumbsup:

Eudaimic
10-09-2002, 10:29 AM
Black isle eh? :) Not bad.

I checked out your website, nice stuff. Of particular interest was the Seraphyn image you've got on there, seeing as it was my wallpaper at work for quite some time 1½ year ago or so :applause: .

I'm working on a human at the moment, I'll probably start texturing him in a week or so, I'll put some examples up once I've got some :arteest:.

Thanks so far.

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