HH-60G Pave Hawk MEDEVAC

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  09 September 2006
killer texture!!
I like the used look.. it just appears a lot more realistic!

i think Rickmeister and MadMeph concentrated on the actual painting process when
they asked for the textures... thats also what i'm interessted in.. how do you figure out where to place all those incredible details etc. Very impressive!

ok andré, can't wait to see the wip status when i'm back from holidays in a week.
regards,

manuel
 
  09 September 2006
Originally Posted by Manuel F.: i think Rickmeister and MadMeph concentrated on the actual painting process when
they asked for the textures... thats also what i'm interessted in..


You read my mind
I'm espescially in how you did the texture in photoshop, general technique, type of brush, how many colours/layers/noise etc etc. I'm not necesarrilly fishing for actual settings (altought they won't hurt of course ), i'm looking more for the flow of the general buildup. It's easy to either be repetitive or blotchy in creating convincing textures for smooth surfaces, it's a very fine line between too noisy and too clean and you've hit the nail cleanly on the head
 
  09 September 2006
@Manuel F & MadMeph.: Ok now I see, you want a description of the photoshop process, right?

There´s a hirarchy of folders in the PSD-file to sort all the (named! ) layers. For example: Mainbody-top, mainbody-right-side,manbody-bottom and so on. In theses folders there are folders including all rivets, all parts like small flaps/plates..., all lines and so on. Above of all this stuff there are the folders named like color, bump, specular. So if I want to adjust the specular level of all rivets in one go, i just duplicate the rivets-folder and move it into the specular folder for adjusting it. I thinks that´s the most common way of a psd-file. It is one very big Texture so the overall color/dirt of the pavehawk can be changed very fast.
The dirt is spreaded by helper-templates including an ambient occlusion template and a top/bottom-template. This helps to spread the deposit and dirt (in the corners). The mixture of the dirt itself is a small bunch of adjusted old-metal-textures, blended together with overlay and so on. The scratches are extra layers. The correct placement of all parts was easy because I rendered out an uv-template (unwrap-modifier UI) and put it into the psd-file as upper most layer with blending mode "screen" and opacity of around 8%. This template shows you the complete unwrapped parts so you can see where to put signs, rivets and so on.

So as you can see, no miracle is included. Is this what you wanted to know?

Cheers
André... still unwrapping parts
 
  09 September 2006
Great work man!, I love the textures! I sure wanna see this finished!


Keep it up!
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  09 September 2006
Hmmm so your specular an and bump are in the same psd ey? Usually I make another psd for those using a copy of the texture but having them in the same psd might same some time and effort when changing things... I see...
I'm a bit confused by your explanation of the dirt.. ambient occlusion and top/bottom are from max, no? So do you make part of the dirt in max or just photoshop?
 
  09 September 2006
This is wicked cool!
 
  09 September 2006
The amount of realism is incredible!!
Already opened your portfolio, time to take a look
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  09 September 2006
Your texturing looks very good. Thank you for sharing a bit about how you set it up in photoshop. Sometimes I think that people (over age) thier textures so it looks like thier model (spaceship for example) is 150 years old and has been to hell and back which sometimes looks a little too dramatic. This looks really nice... like a new model which has been on a few missions.

Thanks again for sharing.
 
  09 September 2006
wow, amazing stuff! very cool presentation too this is some crazy detail work going on there...
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  09 September 2006
ôooooOOOOhhhh ! !!
congrats fot the wire's details level, but the renders witj textures test kill
amazing works ans details , i like ! !
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  09 September 2006
Impressive work! personally i'm not fan of technic and so but this one rocks!
keep it up! great attention to deitails!
 
  09 September 2006
@Drowned-Fish: Thank you!

@MadMeph: I think it is not so important if you have one or two/three PSD-Files. It´s just a bit easier for me personally to handle all the stuff and to prevent confusion.Top/Bottom is from standard 3ds max, the ambient occlusion (I use the fR-Dirt Shader which works close to an ambient occlusion so an ambient occlusion would result in the same) is from finalRender Stage-1. But I just use it to detect the areas where geometry is close to each other. I do all the dirt in PS (with the help of the dirt template) so the rays have only to be calculated one time. It doesn´t make sense to waste rendertime everytime while nothing has changed. Also in PS you are much more flexible and faster than adjusting and testrendering a dirt shader.

@candicekulacz: Thanks!

@Scorp: Thanks, hehe not really a lot of 3D-stuff there :P

@LabRat1: Thanks! It´s often not so easy to find the correct amount of dirt. There´s always a little history about every element like scratches from a careless mechanist who puts some tools on top of it for example. Maybe all the old spaceships really has been into hell for 150 years and back
@mv: Thanks, yes it´s crazy or maybe more insame sometimes.

@malonet: And the "ôooooOOOOhhhh ! !! " goes to... your incredible transformer-WIP! It is so amazing and has around 10th times more details than this one. I also really like your car-paint-shader! Keep on working!

@Stare: Sometimes I´m also bored by my dead technical things and I envy the character people.

small update: Still unwrapping stuff. Funny, everytime I finished the unwrapping of one piece, there are two new parts to be merged und unwrapped. Will this ever end?



Cheers
André

EDIT: + sidedoor UVs

Last edited by ACantarel : 02 February 2012 at 09:20 PM.
 
  09 September 2006
Amazing work! Nice one!
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  09 September 2006
Great progress on everything... Unwrapping seems

-Robert
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  09 September 2006
@DaleMooney: Thanks

@Sercox: Thank you also!

Time to go to bed now and start dreaming of evil UVs

Cheers
André... curious: still having fun

Last edited by ACantarel : 09 September 2006 at 10:44 PM.
 
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