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Blitz Project: Textures [4] Zackxiong. Texture Gallary. 3DTutorials and Downloads. Index of /stuffola. Index of /zbrush. Environment Art on Pinterest. Pin by Alec Chalmers on Game weapons. Weapon textures 02. PH:SciFi Gun. PAUL HARVEY 3dPaulHarvey 310-401-PAUL (7285)3dPaulHarvey@Gmail.com Highly motivated modeling/texture artist with a life-long passion for video games and cinema.

PH:SciFi Gun

Committed to seeing complex projects through to completion, while exhibiting a high level of sustained concentration. Successful in taking on new projects by employing both self-taught abilities as well as utilizing technical training. Keen eye for form, color, and detailIndependent problem-solverUpbeat and professional demeanorQuick learnerInquisitive and open to new ideasWorks well collaborativelyBroad range of technical/artistic skills Modeling - Experienced with hard surface and organic modeling.

Texturing - Skilled in a variety of texturing methods and experience with shaders networks for game engines, Maya, and 3dsMax. UV's - Ability to lay out complex UV sets quickly while maximizing UV space. Maya, 3dsMax, ZBrush, UDK, D3 Edit, Photoshop, XNormals, UVLayout. Gunmetal-gray.png. Main_LRG.jpg (JPEG Image, 5760 × 3054 pixels) - Scaled (31%) PH:SciFi Gun. Sawed off. Hi, this is my last work sawed off shotgun model 2951 tri, texture 3x2k diff, normal, specular, any comments feedback are welcome.

Sawed off

Steampunk Goggles. Travis's Stuff. Here is a high poly piece I recently finished.

Travis's Stuff

Futuristic Gas Tank ( Concept from SixDuck) Here is wip of the lift I'm making from Quake 4. After I get done with the lift I will make both the lift and gas tank low poly, get the normals/ao, etc.. Normal Map Stripes. [weapon] RPG7 WIP. Weapon: Remington 870 Shotgun WIP. Www.startextures.com/starnetblog/wp-content/uploads/2011/01/starnetblog_tileable_metal_texture4. Eat3d Base textures. Img2.wikia.nocookie.net/__cb20130607205532/callofduty/images/7/76/AK-74u_cut_texture_MW2.png. Skinning Metal (Counter-Strike: Source > Tutorials > Skinning) Welcome to my tutorial, first I would like to say that I have made this tutorial for intermediate photoshop users, so people using this tutorial should already know how to change opacities, create layers, use layer styles, and set blending options.

Skinning Metal (Counter-Strike: Source > Tutorials > Skinning)

You also should know that this is not focused around UV skinning, but rather skinning in general for round spots on the UV. For UV Skinning you should see millenia's tutorial. Pete's tutorial might help aswell. Creative Series – Typography – Create a Typography Wallpaper with 9 Different Text Effects Styles in Photoshop. In this new Tutorial part of the Creative Series – Typography, we’ll learn how to create a Typography Wallpaper with 9 Different Text Effects Styles inPhotoshop. we’ll use a lot of different Layer Styles, Layer Masks, Textures and a few Filters.

Creative Series – Typography – Create a Typography Wallpaper with 9 Different Text Effects Styles in Photoshop

Resources Needed for this Tutorial: Step 1 – Background and Textures Open up Photoshop and create a new document, mine is 2560x1440px (my screen resolution). In this step we’ll add 3 cool textures to create the background, before that fill the background layer with black,Edit – Fill – Black. Next download the 3 textures, you can find the links to download them in the Resources Needed section at the top of the tutorial, we’ll start with the Metal Texture 4 by wojtar-stock.

Next we’ll use the Textures by Ransie3, Open it in photoshop and drag it into our document, use theFree Transform Tool (Cmd+T) to resize it. Tutorials. Here I will show you how I create a painted metal surface worn by time with paint chipping off, revealing older paintwork underneath.

Tutorials

I used a similar technique for the BUB model seen in the gallery. Here's the model as a wireframe. After applying a uvw modifier and arranging in unwrap uvw I assign a grid texture to the objects. The grid quadrats will most probably be distorted so I manually adjust the tiling to get the right map aspect ratio and make the squares quadratic. Gas_pump_blue_texture_tutorial.jpg (JPEG Image, 2048 × 6073 pixels) How to Hand Paint Convincing Metal Textures. Base_metal.jpg (JPEG Image, 2048 × 2048 pixels) - Scaled (44%) TF2 - 3ds max realtime shader - by: till. Splaybrain.files.wordpress.com/2011/09/cosplay_metal_texture_tutorial_by_risachantag. Toon/Comic 3ds max Realtime Shader - by: till. Back To Mainpage ] Toon/Comic 3ds max realtime shader build with shaderFX READ THIS (v0.6) !!

Toon/Comic 3ds max Realtime Shader - by: till

- you need a max version that supports realtime viewport shadows (enable hard shadows, softshadows won't work) - in 3ds max > 2012: disable NITROUS display drivers and change back to direct3D! Tutorial: Full Weapon Creation. I finally got around to uploading this.

Tutorial: Full Weapon Creation

It's a pretty large download but contains around 7 hours of footage. This tutorial covers the complete creation of a modern weapon from start to finish. Everything is covered here including subd modeling, low poly creation, uving, baking, and texturing. (Tutorial) Game Art on Pinterest. M4 Loaded - Page 2. Quote: I have to agree here, IMO your site is quite busy and actually detracts from the high quality of your art content.

M4 Loaded - Page 2

Right now 80% of your website is flashy fonts, logos, decals and a huge render, then you have these fairly small thumbnails of your actual work(I realize the render is your actual work too, but still). I personally would go for a more simplistic approach, to highlight your art content as apposed to your graphic design/website skills. The first impression certainly isn't as strong as it should be considering the quality of the assets you're showing off. There is also the technical issue of your website simply not fitting in the window at lower than 1920x1200 either, not everyone has a 24" display, on my 2nd monitor(1680x1050) I get vertical and horizontal scollbars. SMG_Sexy - Page 4. A few things: 1) The crosshair should be floating in behind the lens, to give it that depth effect that the eoTech scope has. 2) The bullets in the clip...

SMG_Sexy - Page 4

Well it looks strange. It doesn't look too bad from the side, but I imagine from first person that will look cheap/flat as hell. You spent so many polies in other areas, it seems strange to ignore this bit. 3) Polycounts are a bit random. Otherwise, a cracking model. Detailed. Stage one: Design I was given the task of making a Next-gen looking gun of my choice. I began to go through the internet and books to see what kind of gun I would like to base my weapon off, I went through both real-life examples and different game examples (like Mass effect and Call of duty) until I finally decided to research into either the hand gun or the sniper rifle.

After I had got all my references on the handgun and rifles, I then went into my concept art stage where I made up to two designs to choose from the handgun and the rifle. I’d try to compile all the references I had to create my own weapon, I wanted to try to go for the sci-fi Mass effect look on my hand gun whilst retaining that it looked like a modern day gun whilst for the rifle I wanted to give it a modern day variant whilst maintaining the very classic cowboy look.

I also went and de-constructed the rifle to see what materials it would be made of just in case I wanted to get a more real texture look. Vector_cut_texture_2_MW3.png (PNG Image, 1024 × 1024 pixels) Sniper Rifle. Combine APC - Making of. The idea came when a friend and colleague asked me to model a High resolution model of the Combine APC from Half Life 2 to be used in short film he wanted to shot. Since it was supposed to be a live action, the vehicle had to look realistic and be believable as a real asset. I took this chance to push my modeling, texturing and lookdev skills trying to achieve the best look possible, without limitations of polycount, or number and resolution of textures. Through the phases of this making-of I’ll focus more on the ideas I wanted to develop, and the problems I faced on the way, and the methods I used to resolve them. Technical proficiency is only one aspect of creating digital images. Balance, composition, mood are extremely important too, and can make the difference between a good image and a great one.

My friend asked me to maintain the overall shape of the original APC game model. It is very important to maintain a similar scale all across the model when doing the UV. Access Denied. FN FNC model image - L.U.R.K. Mod for S.T.A.L.K.E.R. Shadow of Chernobyl. 1920 × 1200 pixels) - Scaled (78. Untitled. DarkWatch Rifle - PBR Materials - Page 2. ET - clone wars - Page 6. Index of /Media/S3TC. NordlingArt's deviantART Gallery. AK-74u_cut_texture_MW2.png (PNG Image, 512 × 512 pixels) WA2000_cut_scope_texture_MW3.png (PNG Image, 1024 × 512 pixels) M68_cut_texture_MW3.png (PNG Image, 512 × 512 pixels) TAR-21_cut_texture_MW3.png (PNG Image, 1024 × 1024 pixels) - Scaled (91%) FG42_cut_texture_sheet_CoD2.png (PNG Image, 512 × 512 pixels)

MG4_cut_texture_MW3.png (PNG Image, 1024 × 1024 pixels) M14_cut_scope_texture_MW2.png (PNG Image, 512 × 256 pixels) M14_cut_MP_texture_MW2.png (PNG Image, 1024 × 1024 pixels) BM-21_cut_texture_MW3.png (PNG Image, 2048 × 1024 pixels) MK12_SPR_cut_bipod_texture_MW3.png (PNG Image, 512 × 512 pixels) MK12_SPR_cut_scope_texture_MW3.png (PNG Image, 512 × 512 pixels) MK12_SPR_cut_texture_2_MW3.png (PNG Image, 1024 × 1024 pixels) - Scaled (91%)

MK12_SPR_cut_texture_MW3.png (PNG Image, 1024 × 1024 pixels) - Scaled (91%) Ryan Bullock - 3D Artist. More Like SRG-4 Rifle Texture Update by Artificialproduction. M14_cut_SP_texture_MW2.png (PNG Image, 1024 × 1024 pixels) - Scaled (91%) Image - M14 cut SP texture MW2.png. 3D Work - Rob Edwards // UDK Game - Secret Agent Trent Steel Built a game in UDK using modular workflows, you play the role of a top secret agent. The level is based in a warehouse / city environment and the task set is simple, get in, steal the enemies top secret dossier and get out... There are two ways to go about completing the level, gun's blazin' through the front gate or more stealthy back alley route. Stromberg's Gameart book - Page 12.

Hi again guy's, have been busy with a few things Got back to the lowpoly of the vehicle a few days ago, would be nice to get some opinions on a few things. Planning to do one more weapon for the vehicle, for them to be switchable in the "game" but I am not sure if I should keep the weapons on it's own texture sheet or not?

So far I am thinking the vehicle on a 2k map, the wheels on a 1k map and the glass on a 512 map, so it might be a bit to much to have the weapons on a 1k map also, what do you think? Wanting to keep the lowpoly under 30k tri's so far it's on 18k, if there are any places that stick out please tell me. Blockout of the second weapon. Something I have been working on with a friend, he is a coder so we are maybe making a small game. Andrea Orioli Online Portfolio. Textures.jpg (JPEG Image, 1024 × 1024 pixels) - Scaled (91%) Barrett M82a1 Sniper Rifle & more. Gun_4B.jpg (JPEG Image, 2048 × 2048 pixels) Alan Van Ryzin - Freelance 3D Artist. Ainsley Langford - 3D Artist - Portfolio.

Armans Level Art. Sean Marino - 3d Artist. Loading the MP5. Sucks you lost the colt texture. hopefully you at least still have the flattened textures. my original texture critiques still stand: 1. you have no material definition. everything is the exact same shiny gray grunge texture with the beach.dds cubemap covering it up. the reason why i love texturing guns is because of how many cool, strange materials i get to try and define to make something that stands out from the thousands of generic gray bullet spitting machines. it's very very possible--and often more impressive--to make a box standard gun look fantastic instead of adding tons of crap to it. find some photos you can pull from! MP5's have lots of cool materials you can use. here's a few to get you started: go to and look in the HK gallery pages and grab some images with cool unique wear, then analyze that and figure out how to make that using all of your texture maps. 3. beach.dds is wack!

M4 Loaded. Thanx alot heres some wire, yup its kinda messy. Sylvain Bouland's Portfolio - Video game artist. Index of /files/rocks. I made another tutorial. "It's on the internet. Weapons — Art Bully Productions LLC - Game and Cinematic Art Services. Art Bully Productions LLC - Game and Cinematic Art Services. Laurens Corijn Portfolio. Kordal (Martin) on deviantART. Brian Burrell Art Portfolio. The portfolio of evan "racer445" herbert. The portfolio of evan "racer445" herbert. Borderlands 2 and Hitman: Absolution with 3Point Studios I created some weapon models for Borderlands 2 and Hitman: Absolution with the outsourcing house 3Point Studios.

The assets were held to the absolute highest quality standards internally, and everything was created in ways that make it easy for the client to change things on their own. It was a great learning experience all around. The Hitman Absolution weapons were designed for third person use and therefore had a much larger emphasis on chunky design and consistent, large edges for readability. The weapons were made to varying tricount and texture specifications, and were baked using a proprietary synced tangent basis workflow. The portfolio of evan "racer445" herbert.

Ben Bolton - Game Artist. The portfolio of evan "racer445" herbert. Sketchbook: Reale. Been away for some time but back to it - everyone and their mother seems to have done the recent shotgun tutorial by Millenia and I am no different... following the tutorial however I seemed to know what he was going to do before he did it and didnt really learn anything new... this isnt due to the tutorial being bad in anyway (it is fantastic) it just means I am now at the level where I need to attempt things on my own without someone to hold my hand...

Highpoly Kriss Super Vector. You're unfortunately at an intermediary skill level, and around here that means you won't get any feedback. newbies get basic instructions, good artists get blind praise, and everyone stuck in the middle is doomed to an eternity of non-progression... UNTIL NOW. [TUTORIAL] Weapon creation (M37 Ithaca) Tracker Knife - NextGen asset tutorial series. Welcome to the Tracker Knife Tutorial Series. Click the image above for the preview video. I'd like share with you some tutorials I've been making to answer a few questions people have been asking about modeling, texturing and baking. It's a production focused series of tutorials exploring my workflow and pipeline involved in creating a weapon asset for a modern game engine. CategoryEnvironment - Polycount Wiki. View topic - Somebody wanted these. Wood Texture. View topic - Fodder's Textures. View topic - Quixel video Tutorial.

Cyber Camo Dudes. Creating A Futuristic Weapon In Maya - Texturing.