View Full Version : Texturing: Assult Rifle (newbie)
onelegout 06-27-2006, 01:05 AM Hi everyone,
This is my first post here at CG. A few days ago I decided that I want to become a texture artist for games. I can't realy remember why - but I do know that if I am ever going to become a texture artist, I need to know if Im doing things wrong, before they become habits.
So, It would be great if you could critique my first texture work, and point me in the right direction so that I can realy make something that I can be proud of.
Here is the main part that I want help with.
http://img135.imageshack.us/img135/3115/riflerender285gu.jpg
http://img135.imageshack.us/img135/1469/riflerender308po.jpg
It is the first time I have tried to add detail and scratches/worn out areas to a texture, and I want to know how to improve it? Is it ok for a first attempt? or should I start over again?
I am using paint shop pro 8 (but I can easily apply any photoshop-based advice to it, as I am familiar with both), and 3dsmax7.
Thanks for any help, this seems like a great community!
H
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andrei313
06-27-2006, 04:16 AM
I think it looks nice, but I'm a noob too when it comes to textures... Just wanted to say that the sky is a bad idea. You would be better off putting it on a plane and rendering it with shadows.
ElFuego
06-27-2006, 06:33 AM
Looks pretty good if you just few days ago decided to become a texture artist :)
I'm also a pretty noobie with textures (even if it says in the title that I'm a texture artist). I'v done mostly highresolution textures and games are pretty new field for me too.
I cannot say anything major flaws in this one but the scratches and stuff like that show up better if you use also specular map to emphasize their existence.
And yes, sky is a bad idea. Use some neutral backround and take a 'print screen' (screen capture) if you do not have any game engine to view your models and take screenshots from. Some images of uv layout and texture(s) is a must if you want serious commenting and critique. Add a texture size related info and what maps are included in the model.
But after all it looks decent, maybe you could add some more datail to green parts (they looks a bit procedural atm)
You might have made some custom brushes in Paint shop pro 8 but if you havent then make them because they rule! I use mainly PS CS for texturing but I'v found out that Painter 9 is also nice tool when you want some 'nintendoish' textures :D
And this is a great community! :D
Oh and in game texturing it's always good to paint some shadows in the texture. Most of all in those lowpoly (non-normalmap) models.
PolyPilot
06-27-2006, 07:17 AM
not bad, but you should take a look at:
www.st.burst.cc (http://www.st.burst.cc)
Dennispls
06-27-2006, 08:25 AM
The metal is not what it looks like in real life.
(the dodges on the edges for example do not look realistic)
and as far as i can tell the uv space used for that part is really small.
Also never combine pictures with hand made textures(talking about the camoflaged part)
This will always stand out and make your gun look stupid.
I recommend looking at some tutorials on the site ^ he gave you.
The one that made most of the tuts is a good friend of mine and im sure the tuts on that site will help you.
Good luck
onelegout
06-27-2006, 04:55 PM
Thanks for all your replies! I took onboard the stuff about spec maps to make the metal look more *real* and it worked!....kind of.http://img393.imageshack.us/img393/158/riflerender400fh.jpg
But, Im stuck now! I cant work out what Im doing wrong with this plastic texture - I was told that a good way to make a flat plastic texture was to use a realy fine noise filter as the bump. I did this, but it looks icky.http://img352.imageshack.us/img352/5319/riflerender428bj.jpg
GLandolina
06-27-2006, 05:18 PM
well that begs the question... why is it plastic in the first place? i've never seen plastic on an assault rifle, and to be honest camo looks toy-ish anyway, i'd just do a full proper metal gun
Flewda
06-27-2006, 06:19 PM
Hmmm,
First off, I partially agree with what Dennispls said. You shouldn't combine a photo with hand painted textures, UNLESS you can really make them match eachother. You don't want someone to look at your texture and be able to spot something as hand painted, and another piece as a picture, this is especially tough when the photo and your texturing is on the same surface/polygon. A good tip in trying to blend a photo with your texture is changing the camo layer to an overlay or softlight. That should give you some camo look, but also will use your texturing as well. You'll have to mess around with it, I don't have your .psd obviously, so I don' know how it would look with your set up.
The consistency seems off. In my opinion, it feels like 3 different people textured that gun. Each of the three sections seem really different. Obviously the middle is not supposed to be the same material, but still lacks the same amount of details you have in the other two. And the two metal areas feel different from eachother as well. This is probably just me, but try to find a general painting technique that works well with you, and apply it to all of your materials. And after you get the basic texture finished, then go in and detail it to be like plastic, metal, glass, whatever you have in mind.
Last, that site that Poly posted is a really good start. It can help you a lot not only figuring out how to get nice looking metal textures, but helps with lighting too.
Look forward to seeing your progress.
requiem2d
06-27-2006, 10:15 PM
Agree with Flewda, good crit :)
Keep up the good work!
BananaSalat
06-28-2006, 01:02 PM
ahh pls dont render a weapon with a nice sky in the background ....
it gives me a imagination like war is good or something just take a gray background ;)
the model looks good, the texture needs much more work
onelegout
06-29-2006, 10:34 PM
Thank you all for your crits! Especialy flewda - I will be taking your points into careful consideration with my next peice of texture work!http://img225.imageshack.us/img225/2980/riflerender430lk.jpg
in regards to that p90 that was posted as a reference, a lot of the detail was in the model itself and not really the texture.
ArchangelTalon
07-02-2006, 08:42 PM
in regards to that p90 that was posted as a reference, a lot of the detail was in the model itself and not really the texture.
I think it was the tutorials on that site that was the main reason for the post ;)
CodeNothing
07-03-2006, 03:03 AM
I think there is a lack of texture on the flat green areas. the camo would probably look ok if the flat green were a little darker and had some more scratches/ edge lines on it.
also i'd like to see the UV map with tri and texture. if your just starting out chances are you could probably use some crit on how you are laying out your uv's.
all and all, ok design, good texture. :thumbsup:
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