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View Full Version : Wall Panels:Texture Practice


Stefan-Morrell
10-28-2006, 05:20 PM
I've made these for a bit of texturing practice,each panel uses a 1024x1024 color,bump & spec map painted in photoshop.there's no normal mapping at this stage & it's software rendered in 3dmax


C&C welcomed :thumbsup:



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel01.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel01B.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel02.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel02B.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel06.jpg

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel05.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel04.jpg

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel03.jpg

Gamedev
10-28-2006, 07:33 PM
I like these alot. A great way to show off your texturing skill. I think some normal maps would be a nice addition to some of them as well. Are you planning on doing more?

Striff
10-28-2006, 11:16 PM
Hey man I like them a lot. I think that the spec might need to be turned up a little bit on some of them.

ChimpanG
10-29-2006, 12:59 AM
I love them, have been meaning to do something to this effect for a while now.
Question: the screws in the walls, if you modelled 1 and then instanced it 50 times, would i still count it as the polycount of 1 screw? if you get what i mean?

Also can I see a wire for Panel06.jpg? its very close to something I want to model and I'd like to see how much of it is modelled and how much is textured, and how you went about it :)

Stefan-Morrell
10-29-2006, 03:16 AM
thanks guys

GLandolina.."screws in the walls"

yes it would count as one screw,but for that kind of detail if it were going into a game engine I'd normal map them,there's some extreme extrusions on these panels that would limit what a normal map could do..but I'm sure most of these details could be normal mapped & not modeled.

for these exercises though I'm mainly focusing on the color maps :)

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/panel06wire.jpg

Brasil
10-29-2006, 09:44 AM
Why WHy WHy you always doing so good quality textures!:)

Auctane
10-29-2006, 03:33 PM
Thats great stuff Stefan! I checked out your texturing tutorial a while back and it helped me improve my work, so thank you for that.

C&C on your work here-
I think the 'Sector 06' and the Panel05 have too much or to uniform paint peel, and the paint is peeling in the corner of the recessed panels where it should probably be the opposite.

The other ones are top notch! They make me want to do some stuff like this.

euclidius
10-29-2006, 08:32 PM
nice work man :)

psychojohno
10-29-2006, 09:14 PM
cool thanks for the tutorial very usefull aswell please do some more :bowdown:

Do you ever use other methods for texturing buildings like just using tiled textures? What size are the textures you use for these sort of walls?

thanks!

ArchangelTalon
10-29-2006, 09:51 PM
Looking pretty good.

The first texture's inset panels seem to have a fair bit of paint chipped away in at what I'd consider "protected" areas (places that would be well protected from being bumped or worn away). I'd expect it to be dirt gathering in creases and bumping out the wall in there rather than paint being chipped away and the wall bumping inwards.

The dirt on your medical bay tiles looks like it's eating away at the tiles, too, rather than being ontop of the tiles. Which is a bit odd. Loving the diffuse on it, though :D

Stefan-Morrell
10-31-2006, 04:00 PM
I'll try & work on getting the paint chipping in the right places:thumbsup:



here's a couple more
the textures are painted at 2048x2048 & rendered at 1024x1024:

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel07.jpg


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel08.jpg

JesseMoody
10-31-2006, 04:56 PM
Wow man this is amazing stuff. Really digging the detail on these wall panels.

I actually had a plan to do something similiar to this to work on my texturing and prop building for my portfolio. Now that I see yours I truely have something to aim for. Thanks for that extra push to make my stuff even better.

bartosh
10-31-2006, 06:15 PM
Why WHy WHy you always doing so good quality textures!:)

yeah, tell my why...:D:bounce:

Flewda
11-03-2006, 05:06 PM
Amazing stuff Stefan! You're hard surface textures always amaze me!

DooFi
11-03-2006, 06:01 PM
Ditto. Those texes are simply awesome!

psychojohno
11-03-2006, 07:48 PM
as i said before they look great but the last ones you posted i can see things wrong with the second one, you know the yellow and blue one. To me the scratch on the top left panel is too large. If you wanted to keep it the same size i would say add a better bump to the scratch or some rust it doesnt really look natural. Really to be honest the wall looks concrete and i dont think they should have metal showing underneath :thumbsup:

keep up the good work

Xisco
11-07-2006, 01:32 PM
Thats what i get following the tutorial: Thanks for it!

http://www.vgapalma.com/cgwork/WALL.JPG

Stefan-Morrell
11-16-2006, 05:53 AM
nice one xisco,that looks filthy(in a good way of course):thumbsup: ..you might want to compress the image a bit though as it's almost half 1mb in size,takes forever to download ..& I have more panels to add to the mix:


so I've downloaded the Xnormal app recently..I'm finding it really nice to work with & view the effect without switching my 3dmax settings to directX all the time.

the bottom pic shows the low_res mesh(18 tris) that's being viewed in real time,behind it is the hi_res which is around 60K,with a lot of floating parts
,the color map at this stage is a bit boring.

there's a bit of distortion on the normal map that i havent worked out yet..any help on that would be appreciated,'till then I'm pouring through the manual.


& yea,I've been playing a bit of doom3 lately :)
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Panel09.jpg

Flewda
11-16-2006, 06:29 AM
Wow man, that stuff is great! Hit me up on MSN (if you have it sometime). I'd love to chat with you about your techniques with High Poly > Low Poly baking.

MSN - fluduh@hotmail.com
AIM - fluduh

Thanks, keep it uP!

Tonedef
11-17-2006, 10:15 PM
Hey Stefan, are you using the model to form the normal maps only? If so you should look into floating geometry, much cleaner and quicker than building it in :).

HellBoy
11-18-2006, 12:05 AM
Stefen, you're awesome :thumbsup:

I'd like to know one thing please, :drool: how did you get that glow. Is it part of the texture or is it actually glowing?

cheers m8

Stefan-Morrell
11-18-2006, 12:50 AM
Hey Stefan, are you using the model to form the normal maps only? If so you should look into floating geometry, much cleaner and quicker than building it in :).

yea I just learnt that technique recently so that last image is mostly floating geometry..it's an awesome way to make some high poly textures:thumbsup:
the only downside is I can't create an occlusion pass using the high-res as all the floaters would look messed up.

HellBoy..hi,
the glow is coming from an emissive/light map(the bottom right image).so it's part of the texture,in 3dmax I'd put that in the self illumination slot
3 texture are used on that last one..colour,emissive & normal(all at 512x)

Cheers

Synthesizer
11-18-2006, 01:46 AM
Amazing stuff, as usual Stefan :thumbsup:

My favorite is the green "G5" one. What is meant by "floating geometry"?

Gamedev
11-18-2006, 02:52 AM
What is meant by "floating geometry"? when you model your hi-rez mesh to generate a normap from, instead of it being one solid peice of geomety model the detailed pieces seperatly then put them just on the surface of the model (floating) and attach them. No need to weld verts since its a just for the normal map. Hope that made sense.

Stefan-Morrell
11-18-2006, 03:24 AM
..& just to add onto what Tyler said,this article is where I learned of the technique..I can't recommend it enough if your making normal maps

http://www.iddevnet.com/quake4/ArtReference_CreatingModels

Synthesizer
11-18-2006, 03:35 AM
Ah, I figured that's what it was. I've done it before, but I didn't realise it was special enough to have its own name.

jogshy
11-20-2006, 04:24 AM
Awesome walls, Stefan!
Are you enabling the parallax option in xNormal btw? I found it very useful to enhace the walls appeareance. Just remember to add to the alpha channel of the normal map a heightmap and click on the checkbox.

more more we wanna see more amazing walls!

Stefan-Morrell
11-20-2006, 05:16 AM
Awesome walls, Stefan!
Are you enabling the parallax option in xNormal btw? I found it very useful to enhace the walls appeareance. Just remember to add to the alpha channel of the normal map a heightmap and click on the checkbox.

more more we wanna see more amazing walls!

hey Santiago ..thanks for offering up xnormal..it's one of the best apps I've used in ages:thumbsup:..& free too:scream:

I've used parallax a little but not on that image above.I also didn't add any 'fine detail' to the normal map yet
I'm very impressed with the rock wall example file that uses parallax... but I'm using a lot of floating geometry & didn't think that would carry over to the height map(i'd love to be wrong on that)

still looks pretty cool with just a normal though.
hope you can keep on updating & adding to xnormal..thanks again:applause:

..& more walls are on the way

Cheers
Stefan

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