Tuesday, September 28, 2010

Rahl - The Hidden Blade



Work for Riot games application. I'd appreciate harsh critics on this one as I want to use it as a portfolio piece. Trying to get it to match the game's style (league of legends)

My first assignment



I'm not very proud of this guy at all, I got caught up working on my next project, but here he is.

Friday, September 24, 2010

Imperial Pretty Marines Tank

My tank is based off the fan-made Pretty Marines unit from the Warhammer 40k table top game.



To texture it, I first colored each piece with the colors I wanted them to be. I tend to remember which pieces correspond to which parts of the tank after doing this so I didn't need to specially color code any of the parts. After, I grabbed a metal texture and the AO map to give it some texture, then went nuts with some of my dirt and scratch brushes.

The various symbols I created based off the Imperial Aquila and the roses that are used for the Pretty Marines.













Thursday, September 23, 2010

TSEtank





I really didnt do anything fantastic here. i painted most of this in photoshop and added in a metal texture overlay to give more detail. the treads were made from texture i found online and modified to work here.














Oops! Here's the texture map:

Hand painted tank




1. My work flow consisted of color coding each uv piece and identifying their location, then painting and shading each piece. After getting the colors close to what i wanted I created the occular acclusion map and found a metal texture online. I edited the metal texture with a paint brush filter to create a grungy look. Finally, I added detail by hand painting the tire treads and side panels on the tank. Lastly I found a picture of a stop light to place on the light fixtures and adjusted the fill, vibrancy, and layers of the texture map.
2. I used mostly all the tools shown in class with maya, and with photoshop I used the default paintbrush, the smudge tool, the text tool, and copy paste.
3. I think the project turned out pretty good for my first try. I think If I were to go in and really clean it up it would turn out even better.
4. I really like my tire treads and I am surprised at how they turned out considering that I strayed from the original reference photo to create them. I also liked how the stop light looks as a light source. I didnt have to manually shade it because of the nature of the photo graph. I am disappointed in how sloppy my texture map came out and parts of my tank are miss colored because of it. Next time, I will work on having a cleaner texture map.

Red M-1 Texture



Like many in our class, this was my first time texturing something using the UV Maps. My first idea was to paint the texture myself, as I figured out what was what in the UV Snapshot. In the beginning, I was fine with the color that I had seen in so many of the reference photos. As I worked though, I decided that I wanted the tank to be red (my favorite color), and then finally decided on the cammo pattern. I looked up references for the pattern, then made my own in Photoshop.

Generally, as I went on, I just added and tweaked things on a whim until I was happy with it's direction. I added on the AO map that Matthew had made, though I had to re-size and re-position it. For some more flare, I added my current Halo: Reach emblem. The treads were a tough decision for me. I had wanted to paint them myself, but I wasn't able to get the detail that I wanted from that, so I ultimately decided to get a photo of treads from the internet and edit it. After I had the image placed, I used a dry pastel brush to add some dirt to the treads.

M1 Abram Tank Texture


For this texture I started out with a base color that I got off of one of my photos for the M1 Abram tank. From the base color I started to use different pictures and manipulated them to get different parts of the tank (tank sides, tank treads, tank grates, etc.). I then started to add full image textures, like a camouflage and metal texture to get the main look for the tank. Then I Added an ambient occlusion over it all to, that I made in Maya. The last things I did was to paint in detail were I thought it was needed, and make the tank look more dirty and used.








M1A1 Abrams Texturing

I used two desert-flavored colors as my background and foreground swatches in Photoshop then used the Render > Clouds filter to get a decent mottled variation across the base layer.  From there I hand-painted the camouflage spots.  Some areas were tricky, like on the two panels aft of the personnel hatches because they are mirrored.  The hatches themselves were also hard to place camo on since they were split up and disoriented in the UV map.









Next I started adding in the tank tread and other details.  I used a single tread from a picture of a real M1A1 and just arrayed it out and added a combination of some filter magic and some brush strokes to give it the look it has.  I used whoever's idea it was to use a stop light for the rear lights, then I used the yellow light for the front lights.



Wednesday, September 22, 2010

Tank Textured




To texture this tank I started out by making it bright neon colors (purples, pinks, greens, etc...) to figure out what all the parts were, then I slowly made them brown and added a couple textures I got from cgtextures. Overall I don't think its that bad of a piece for being the first thing I ever really textured, but we'll see if I'm saying that by the end of the semester. It was definitely a fun project though, texturing seems to be ALOT easier then I thought it would be.



Tuesday, September 21, 2010

M1 Abrams Texture







Here I have a couple of renders plus the texture map for the M1 Abrams tank. Most of it was hand painted, other than the treads (I took a photo reference for those, since I was lazy). The dust/blood/etc were created using brushes from Blur's Good Brush set. For the reflections in the windows, I used a digital painting I made a month ago.

Thursday, September 16, 2010

Class Blog

Hi everyone,

This will be our dedicated blog for this class.  This is where I would like you to post your completed textures for each project.  Also I would like you to post some renders of your textures on your model from different views to show off your work.

I would also like you to post a description of your work flow,  your process, and your detailed final touches to make it look amazing.  These projects can be great additions to your portfolio.

This blog can be a great resource for us to learn from one another.  Give praise and constructive comments to each others work.  You can also post work you have done outside this class and share it with the rest of us.

ENJOY! :)