PDA

View Full Version : who wants some free texture? huh?


tyboogie
06-21-2003, 03:44 AM
i am a traditional 2-d concept artist/digital painter looking for somebody with a kick ass model that they would like for me to paint/texture. Im new to the process but it seems relatively self -explanatory. If anyone is interested in having someone paint there model professionally for free--please write me.---tyler

i would be looking to do a character that fits somewhere in to the dark sci-fi fantasy genre--so it fits with my current body of work
lockt486@newschool.edu


work=------

http://www.funktion-studios.com/tyler/darkangel.jpg


http://www.funktion-studios.com/tyler/baboon2.jpg


http://www.funktion-studios.com/tyler/RA.jpg

Stroker
06-21-2003, 04:30 AM
Not exactly a kick ass model, but how would you like to paint my Game Icon entry? Shouldn't be a problem with an impromptu teaming up if you are interested.

http://www.cgtalk.com/showthread.php?s=&threadid=69352

leigh
06-21-2003, 04:54 AM
Your paintings are nice but texturing is quite a different process to traditional painting, as it involves a lot of theory :)

tyboogie
06-21-2003, 06:30 AM
well maybe i should educate myself more before i mess up someones model

Leigh--could you tell me what specifically is different about painting onto the flat "skins"? --what are the most apparent problems that would require theory?

in other words what would i need to know that i couldnt just figure out by doing one


if you dont have time to respond to these questions its ok---im downloading and reading your texturing tutorials

im assuming my questions will be answered in time by reading


BTW--great stuff on your site

leigh
06-21-2003, 07:19 AM
Well, painting textures for game models is a very artistic process that is quite similar to canvas painting :) So a painter such as yourself would most likely be good at that, with little need for adjustment.

However, for VFX texturing (ie for models that need to be comped with filmed plates/ need to look 100% photorealistic), it's a whole different ballpark, because of the seperation of the different surface attributes, and working successfully with those requires a good knowledge of theory ;)

When texturing for VFX, you obviously do all your colour, spec, diffuse, gloss, reflection, bump, etc textures seperately, and in very specific ways, and that is where it differs from traditional painting, because you don't paint your shadows and highlights and stuff in, instead you define the manners in which the surface will produce such artifacts by painting maps for those appropriate surface attribures :) And the manner in which those textures are painted, usually all in grays, can be confusing to many, because at first it feels a bit unnatural and strange.

CJcuervo
06-21-2003, 08:00 AM
simply poetry leigh:drool:







cj

Stroker
06-21-2003, 01:39 PM
I really don't think you can mess up my model. If anything, it will be practice. Or you can head on over to to a free model site and grab some for practicing.

If you go with a simplier game model texturing, then a there has to be a certain amount of of a paradigm shift. If you are not 3d minded, then it can be tough. Especially if you are painting "blind" (no immeditate 3d feedback) and aren't familiar with model and it's uvw.

For more advanced texturing, the kind that Leigh is known for, then it requires an awesome paradigm shift. A great deal of 2d painting knowledge goes right out the door. For a simple example, you don't just paint a highlight on the forehead of a head model. Rather, you have to paint higher specular values on that area of the specular map (and maybe even paint a colour/shade other than pure white on the specular colour map, not to mention glossiness and/or diffuse).

At the risk of embarressing myself, even though I don't get embarresed, here is an example of multiple maps from a study I did some months ago:
1a. Six maps reduced in size for a melee weapon I painted: kmaps.jpg (http://w3.chrlmi.cablespeed.com/~halmich/ozone/kmaps.jpg).
1b. What the weapon looks like with basic lighting: knuckle1.jpg (http://w3.chrlmi.cablespeed.com/~halmich/ozone/knuckle1.jpg). Sure, looks like six maps is overkill, but the feel of the weapon can change dramatically with the lighting.
2a. Close up of the six textures on the handguard: knuckdetail1.jpg (http://w3.chrlmi.cablespeed.com/~halmich/ozone/knuckdetail1.jpg).
2b. How those maps look on a flatter surface with two different lighting setups: knuckledetail2.jpg (http://w3.chrlmi.cablespeed.com/~halmich/ozone/knuckdetail2.jpg). In this graphic, that kind of lighting on the object under different lighting conditions can't really be reproduced with just a simple colour map. I guess you could call it "dynamic surface lighting" or something equally confusion/misleading/ambiguous.

I recommend getting a model and trying your hand at just a colour map to start with. If painting 3d textures agree with you, then move on to more advanced things.

Leigh, your work is what inspired me to do the above study. Rock on, girl.

:whew:
I think I've said more than enough for now.

Marcel
06-21-2003, 04:50 PM
That's some nice texturing Stroker, but I think your textures would be way better if you used more photo material in them.

Right now they have a very handpainted look, I am sure that when you mix in some photos-textures at the right places that they will look perfect. Photo's are ideal to blend in lots of small details that are too much work to be handpainted.
I use lots of photos of rocks and stone for example to make my objects dirty. Just set the layer to multiply and 15% opacity, maybe fiddle a bit with the colors.

tyboogie
06-21-2003, 09:27 PM
thanx leigh, stroker, marcel


very informative--perhaps ill re-offer my services once i have a clue

Stroker
06-21-2003, 11:34 PM
Thanks, Marcel. Yeah, I was a little sloppier than usual because it was just a little study. I learned an awlful lot just from those quick paintings. Could probably ramble for awhile about the things I learned. Believe it or not, but I did use a chunk of a photo in the colour map on the blade.

Gotta love beating things up. I could ramble for a bit when using photos to uglify things. Someone posted a dirty brush set over in the PS forum. I'm liking them for beating things up. Should probably say thanks in that thread.

Tyboogie, don't be daunted. Start with a few different objects and only paint colour maps for them. Once you start getting the hang of it, add another map... then another... then another. Once you get a few multiple texture objects under your belt, you'll start to "see" the different values for the different maps. Umm... I think.

Kind of hate to say this, but you can make it as complex or as simple as you like. You won't always need 4+ maps, and they don't all have to be pixel perfect.

For my next study, I think I'll do an old wooden chest with iron bracing. That sounds good.

Okay, now I've definitely said more than enough.

CGTalk Moderation
01-15-2006, 11:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.