Hey, I suppose this post fits under the typical introductory topic category. Ive lurked for a long time, registered a few accounts
just never really got up the nerve to post. Most of the stuff here is quite intimidating; feels a little like a first grader holding up a crayon drawing at an art expo.
A little about me; 22 year old aspiring texture artist, working on a computer science degree. I started out modding as a coder, drifted into texturing to fill the need since we couldnt find any artists. I ended up getting addicted to it
something about doing art that is functional really appeals to me. I ended up learning to uvmap (again, out of need
got sick of texturing horrible maps) and am working on modeling. Hmm, seems like I am learning this all backwards texturing > uvmapping > modeling.
Anyway, Ive decided to just post up my most notable work from the past year and hope someone can offer some pointers as to which areas I need to improve upon. As the topic title suggests, these are textures for RTS mods. All of the models (besides the bm-13) and most of the uvmaps (I did end up tweaking a lot of them though) were done by others.
---------- Last fall I started up a ww2 mod, which ultimately Id cancel. [T-34](http://www.derelictstudios.net/blitz3/screenshots/r1sshot13.jpg) [BA-10](http://www.derelictstudios.net/blitz3/screenshots/r1sshot1.jpg) [BM-13](http://www.derelictstudios.net/blitz3/screenshots/r1sshot2.jpg) [T-34/85](http://www.derelictstudios.net/blitz3/screenshots/r1sshot14.jpg) [KV-2](http://www.derelictstudios.net/blitz3/screenshots/r1sshot8.jpg) [Panzer IV](http://www.derelictstudios.net/blitz3/screenshots/r1sshot15.jpg) [Panther](http://www.derelictstudios.net/blitz3/screenshots/r1sshot7.jpg) [ZIS-5 (bm-13 reskin)](http://www.derelictstudios.net/blitz3/screenshots/r1sshot9.jpg) [Rolls Royce Phantom II](http://www.derelictstudios.net/blitz3/screenshots/r1sshot10.jpg) [Stromform](http://www.derelictstudios.net/blitz3/screenshots/r1sshot5.jpg)
Out of the above, the only one I am still happy with is the Stromform. At the time I was using some weird highlight method which while it fit the cars perfectly, wasnt so well used on tanks.
I ended up dropping the weird highlighting method, as well as my old detailing method (basically using heavy inner/outer glows). For details I switched to using bevels/drop shadows, which had good results.
[Hanomag](http://www.derelictstudios.net/blitz3/screenshots/r1sshot12.jpg) [Stug III](http://www.derelictstudios.net/blitz3/screenshots/r1sshot18.jpg) [Oil Derrick](http://www.derelictstudios.net/blitz3/screenshots/r1sshot19.jpg)
I did the above three textures over a period of 3 months. Then a friend of mine got me involved with a semi-paid project. I did roughly 40 textures over a couple of months, while doing full time school which meant I didnt have much time to experiment with techniques. It taught me quite a bit about balancing putting in the amount of time Id prefer with the fact that there were deadlines (as shown, there are about half that were rushed, the others I put the proper time in).
[Israel compilation](http://www.derelictstudios.net/users/smurf/temp/mec_israel_units.jpg) [Syria compilation](http://www.derelictstudios.net/users/smurf/temp/mec_syria_units.jpg) [Folder of my favorites (zoomed in renders, along with some 2d work)](http://www.derelictstudios.net/users/smurf/mcpromo/)
About halfway through those units I switched to actually painting in some of the body details
works on some units more than others. The supply truck and ssam turned out well due to it, the airplanes ended up feeling kinda flat/unpolished.
Took a few months off from doing much work after being nearly burnt out. Then I experimented with a redone panzer texture, before deciding to kill the project.
[Panzer IV](http://www.derelictstudios.net/blitz3/screenshots/panzerIV_render.jpg) [Panzer IV-H](http://www.derelictstudios.net/blitz3/screenshots/panzerIVh_render.jpg) [[i]flats[/i]](http://www.derelictstudios.net/users/smurf/temp/panzerIV_uvmaps.jpg)
Took another few months off, and when I jumped back into texturing I was able to do far better work somehow. I am guessing it has to do with not being tied to a project and given unlimited time to experiment. These were all done within the past month and are my most recent work.
[Locomotive](http://www.derelictstudios.net/users/smurf/temp/blitz2_locomotive.jpg) [[i]flats[/i]](http://www.derelictstudios.net/users/smurf/temp/loco_texture.jpg) [Humvee](http://www.derelictstudios.net/users/smurf/temp/humvee_final.jpg) [[i]flats[/i]](http://www.derelictstudios.net/users/smurf/temp/humvee_flats.jpg) [Orca Fighter (Tiberian Sun version)](http://www.derelictstudios.net/users/smurf/temp/orcaf_2.jpg) [[i]flats[/i]](http://www.derelictstudios.net/users/smurf/temp/orcaf_flat.jpg) Note:
Most, if not all of them use baked-in lighting. I usually go in and heavily tweak/tone-down the shading. It works out well ingame since there isnt much lighting done by the game itself.
I typically work at 512x512, then go in and tweak the mip maps (sharpening them up mostly). -----
If anyone actually persevered through the orgy of links I have to applaud you. As stated above, the point of this is as an intro post and to see which areas I could use improving or any tips.