Hey Guys, I am trying to get into the habit of recording my progress as I work on class projects. Hopefully I can keep this habit going so we can get as much extra feedback and input as possible.
Here is how I make organic modular rock faces
This one is how i quickly block out my pieces for the temple. i would then take each section like I do with the stairs to a final stage
Showing posts with label lighting and textures. Show all posts
Showing posts with label lighting and textures. Show all posts
18.10.12
3.10.12
HEY GUYS!! here are some of the screen grabs from class that are in the notes folder (which is sooooo hard to find)
okay, first off, bump offset. here is a quick shot of my roughed in nodes from class followed by a quick video I found on the youtubes (I have stressed a few times, all of this information is all over the internet in great detail)
Your black and white height map goes into the height slot for the bump offset (NO WAY, THAT SIMPLE!!)now important...VERY IMPORTANT! bump offset can only take 8bit information. that means only a grayscale map. so grab a color node, not the black channel of the texture.
the bump offset now plugs into the UV channel of your textures.
Video
Next up is the glass we made, the trick to glass is how you use your spec and opacity together to fade out the reflection. remember dust will build up around the edges and on the grease of finger prints.where there is dust, there is no specularity, and there it will be more opaque.
okay, first off, bump offset. here is a quick shot of my roughed in nodes from class followed by a quick video I found on the youtubes (I have stressed a few times, all of this information is all over the internet in great detail)
Your black and white height map goes into the height slot for the bump offset (NO WAY, THAT SIMPLE!!)now important...VERY IMPORTANT! bump offset can only take 8bit information. that means only a grayscale map. so grab a color node, not the black channel of the texture.
the bump offset now plugs into the UV channel of your textures.
Video
Next up is the glass we made, the trick to glass is how you use your spec and opacity together to fade out the reflection. remember dust will build up around the edges and on the grease of finger prints.where there is dust, there is no specularity, and there it will be more opaque.
Labels:
3d enviroments,
lighting and textures
25.9.12
This is a really good resource for not just our classes but also when you start to work on your portfolios
WOLD breaking down environments in games
WOLD breaking down environments in games
Labels:
3d enviroments,
lighting and textures
19.9.12
18.9.12
LINKS TO GUIDE YOU ALONG
Hey guys, to get the ball rolling, here are a few links that go MUCH deeper into all of our texture and modeling techniques. I will also be updating this post with more useful links as time goes on so keep an eye out!!
High poly modeling:
PolycountNotes
ChamferVSFillet
Textures:
Texturing TipsPhotoshop hacks
probably where you guys got the specular information (same place as me, you guys just have a better memory)
awesome notes on spec
remember these two techniques
Vert Wear
AO Shadow Rust
Making your textures tilable
Making textures tile
Awesome for making masks
Making grayscale transparent
Lighting:
glamor renders
Dons Lightmap Notes
MORE TO COME!!
High poly modeling:
PolycountNotes
ChamferVSFillet
Textures:
Texturing TipsPhotoshop hacks
probably where you guys got the specular information (same place as me, you guys just have a better memory)
awesome notes on spec
remember these two techniques
Vert Wear
AO Shadow Rust
Making your textures tilable
Making textures tile
Awesome for making masks
Making grayscale transparent
Lighting:
glamor renders
Dons Lightmap Notes
MORE TO COME!!
Labels:
3d enviroments,
lighting and textures
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