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View Full Version : Tech Textures, looking for feedback


Childe
09-11-2006, 07:26 PM
I am in the early stages of building up a portfolio. What sort of textures should in include?
Any ideas on how i could do the lighting better? Is the first texture too 3D for a 2D texture?

Peace out.

http://img96.imageshack.us/img96/2411/floorpaneldarkpipecoverjs4.jpg

http://img78.imageshack.us/img78/1325/floorpaneldarkventpt2.jpg

http://img72.imageshack.us/img72/9938/floorpaneldarkmf3.jpg

GradiusCancer
09-11-2006, 08:39 PM
The first is ok, though the pipes and side bits are too flat. The other two are too flat and dark.

You might want to try modeling these out, and baking the lighting or baking them to normal map maps with color and speculars. Itíll just be better for your portfolio to have higher end materials.

Childe
09-11-2006, 08:51 PM
Thanks for your reply - i agree about the pipes.

Everyone always says my textures are dark. Is that just opinion or will they actually lose detail or something? I like gloomy textures.

Are you suggesting i show rendered images in my texture portfolio? I can do bump maps, im just starting with spec and diffuse maps ect...

I don't really have a 3D background.

Ghostscape
09-11-2006, 09:44 PM
Everyone is saying your textures are too dark because the scene lighting should be controlling the gloomy-ness, not the texture itself. Not using the full lighting range also tends to make them very flat looking.

Childe
09-11-2006, 09:56 PM
Ahhhh i see!


That makes sense i guess. Its just the texture itself seems so much more atmospheric with its own lighting agenda.

I suppose i should try my hand at mapping to lean this kinda stuff.

Ghostscape
09-11-2006, 10:21 PM
Ahhhh i see!


That makes sense i guess. Its just the texture itself seems so much more atmospheric with its own lighting agenda.

I suppose i should try my hand at mapping to lean this kinda stuff.

Yeah, but if all of your textures have a 64,64,64 grey as the brightest color, then you'll need a bright light (1.0) to be able to see it at that color, which will make everything else in the scene look way too bright.

Textures don't exist in a vacuum and if you want to make environment textures you really ought to learn mapping or at least model the environments in a modelling package.

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09-11-2006, 10:21 PM
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