A few textures which I've done lately. All of those have been created from high poly models in order to bake proper normal, height and ao maps. The point of the coffee beans and gravel was to test a specific blender workflow (rigid body simulation).
p.s. reply #500
-- Edited by mAlkAv!An on Wednesday 26th of June 2013 01:17:51 PM
Hey, those bump maps are really good, I've been learning 3DS max recently, and if you could go through your workflow that would be really helpful :) I'm sure that I will understand the theory behind what your saying, even if blender skills and techniques are not directly applicable.
1. start with a simple cuboid model - working with a grid and power of 2 values makes things easy
2. insert edge loops if necessary so that the model is built out of quads of equal size, add a subdivision modifier, create some copies of the model (the exact amount is up to you but it usually works fine to use just a few, e.g. I did use 5 brick models for an array of 12x6 bricks)
3. sculpt large and mid scale details for each object
4. create instances of all objects, rotate/move around and arrange those - add a simple plane to the scene which helps as a guide for the arrangement
5. bake maps onto that plane (I did use normal, height, ao maps and converted normals to cavity) - in order to get tileable textures, just duplicate objects along the edges and move them to the opposing side
6. create the diffuse in photoshop - paint basic diffuse colors - use a photo resource for the mid/fine details - multiply ao map, overlay cavity map
- convert the photo resource to normal map and combine this one with the baked normals
Getting more into cycles rendering. Most stuff is pretty simple but helps for learning and getting better. I also just started to use to compositor (pretty much equal to post processing in games)
-- Edited by mAlkAv!An on Tuesday 3rd of September 2013 03:07:35 PM
I've been practicing Subdivision modeling lately. Starting with some basic shapes (espacially combinations of flat and roundish surfaces are tough), then proceeding to complete HP models.
Welding is something you would not do with SubD modeling but sculpting afterwards. Since I'm aiming for game models (that HP model is only for baking maps) I'd just put welding seams into diffuse and normal maps.
Speaking about tutorials, mainly I started without them. As for Sub-D modeling I highly recommend to check out this thread at Polycount which also covers some of the shapes shown here.
-- Edited by mAlkAv!An on Wednesday 25th of September 2013 09:54:44 AM
It's now possible to export models with smoothing groups and hard edges without physically breaking the mesh, this started as a croudfunded project and worked out very well. This same developer + another one were hired by the blender foundation and do now work on features for the game model making community. Also noteworthy is a new FBX importer which is still WiP but works great so far.
I decided to redo the UVs for better lightmapping, so make sure to set the lightmap coordinate index to 1. A 64x64 lightmap should work for all meshes, although I'd recommend 128²px for the larger ones (#3,#4).
I decided to redo the UVs for better lightmapping, so make sure to set the lightmap coordinate index to 1. A 64x64 lightmap should work for all meshes, although I'd recommend 128²px for the larger ones (#3,#4).
I import them in my map, set the materials & all but I still see the brown section of the texture Any idea
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hey Malk! I'm working on a map for This contest. The map I'm making is going to be a tropical island, I just posted the first WIP screenshots today; your rocks are absolutely beautiful and would suit the aesthetic perfectly. May I use them, if I credit you as the creator?