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Space and Planet Photoshop Tutorials To Create Amazing Space Scenes. There a lot of space tutorials out there some are better than others, I have managed to try and select a few of what I think can allow you to get great effects that look like they belong and don’t look completely Photoshopped. I tried to be as varied as possible so there are tutorials for creating planets, stars, nebulas and atmospheric type gasses. The great thing is that they lay down the building blocks to experiment and create you own stunning universe. Gas bursts and Atmosphere This tutorial shows you how to create some great gas explosions coming from the planets atmosphere with some pretty simple tools, yet looks stunning Realistic Star fields Create realistic star fields, the trick with this one is to be totally random and keep building up your layers the end result will speak for it self, with an image that looks like its evolving.

Simple Star fields Create simple yet affective star fields in 8 easy steps. Realistic Galaxy Realistic Space Nebula Space Nebula Make a Planet Planet Tutorial. NormalMap. What is a Normal Map? A Normal Map is usually used to fake high-res geometry detail when it's mapped onto a low-res mesh. The pixels of the normal map each store a normal, a vector that describes the surface slope of the original high-res mesh at that point.

The red, green, and blue channels of the normal map are used to control the direction of each pixel's normal. When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change. Tangent-Space vs. Normal maps can be made in either of two basic flavors: tangent-space or object-space. Tangent-space normal map Predominantly-blue colors. Maps can be reused easily, like on differently-shaped meshes. Maps can be tiled and mirrored easily, though some games might not support mirroring very well.

Easier to overlay painted details. Mirroring. Ben Cloward - Character Animator | Resources - Texture Archive. Four-Way Tiling. October 2010 (this is derived from a post I made on the Spiral Graphics forum) Four-way tiling is a texturing trick that allows a texture to be rotated 90° and/or flipped on adjacent polygons, but still tile with itself. The texture is edited so that each of the four edges will tile with each other. The benefits of this are to hide the tiling artifacts from features that repeat again and again across the surface, and it allows the artist to use less texture memory because they don't have to use multiple textures for the same effect. The downsides are that this creates a little bit of the Rorshach/butterfly effect on the texture borders, and it also increases the vertex cost of the model since each rotated UV will duplicate the texture vertices along its seams.

It might be better if you break up the mask with a noise function, creating a rougher edge. Here's an example. Original texture, that tiles in the traditional way (made with Filter Forge) Pizza-slice tiled (free Photoshop filter) Multi-Photo Panoramas in 3ds Max. December 2006 The end result. If you have a camera with a decent zoom lens, then you're better off using a light probe (see HDRShop, Keith Bruns, Brock Stern). My Canon s50 digital camera doesn't have a decent zoom lens, so photographing a chrome ball bearing doesn't really work. I also tried using a 12-inch garden-style gazing globe, but the dimples and imperfections from the 2592x1944 photo were magnified huge when I finally got to the 1024x1024 cubemap stage. If you don't want to buy a better camera, you could try the cheap solution of just shooting a bunch of pictures and hand-stitching them.

Not as easy as a light probe, but it goes pretty fast once you figure it out. I used Canon's stitcher software only for stitching together the vertical... the horizontal I pieced together in Photoshop. Canon's stitcher only creates a "straight" image when the camera is panned perpendicular to the left/right edges. In 3ds Max, here's how I set up the geometry. The horizontal. Finished result: 1. 2. Game Artist - Ambient Occlusion in Maya. AMBIENT OCCLUSION IN MAYA8 and PHOTOSHOP This tutorial covers the basics of how to setup and bake ambient occlusion maps in Maya8. The process is similar for previous versions of Maya only the menu names will be different. As with most things in Maya there are probably many different ways to do this but this method works well for me and is reasonably quick to setup. - First open the hypershade window and from the Maya nodes list MMB drag a Surface Shader node into the work area - Now click on the "Create Maya Nodes" button at the top of the nodes list and change it to MentalRay nodes. - Then under the textures tab MMB drag an 'mib_amb_occlusion' node onto the work area - Now connect the 'OutValue' of the Occlusion node to the 'OutColor' of the surface shader.

. - In order to get good results from Ambient Occlusion the scene environment must be white. . - Now open the Render Globals window and select MentalRay as your renderer and Production as the quality preset. [/size] 1. 2. 3. 4. nDo 2 complete run-down. Limestone Pavement Conservation Geology Picture Gallery. Tile Texture. MATERIALS. Tutorials by Philip Klevestav < Back to Tutorials Index page On this page I have tried to create a few step by step tutorials including a lot of hints and tricks I use when creating such materials. I will not go into depth too much to avoid locking the tutorials to the programs I used when creating them. If you want some handy Photoshop actions I use frequently you can find a .atn file at the bottom of this page.

The materials created here are not to be seen as tiling textures only (some of them are not even seamlessly tiling), but the point of the tutorials are more to go through material definition in general. I want to bring out the importance of separating different materials from each other. I would also like to thank Lamont Gilkey for the .PDF versions of all tutorials here. This tutorial is about creating a rogh type of wood material. Click image to view the rough wood planks tutorial. As with all materials, there are a lot of different types of metal. » Download: PT Actions.

Tutorial: Hard Surface Texture Painting. The Top Ten Tips of Texturing. One way to create dirt has already been covered, and that's photo overlays. Those are great for general wear and tear on your texture. If you want small specific details, you'll need to use other techniques. Below are a two techniques I frequently use, one for dust and dirt, and one for rust. Dust and dirt can be done very quickly with a solid brownish layer and a layer mask.

Rust is a bit more tricky. I used to handpaint rust, but it always had a bit of a cartoony look, and I was never able to get crispy rust that looks convincing and real. That was until DennisPls shared his technique with me, which I've been using ever since. Good damage placement only requires one thing: logical thinking. That can be chipped paint, scratches, rust, etc. There is a sure chance that you'll find dust and dirt in such an area. This doesn't only work for small borders. The front of the forklift (1) is the area that will suffer the most, and will therefore have more damage than other parts. Texture Creation using nDo2. About : Creating textures using photosources for Diffuse, and nDo2 for the Normal map. Target Audience : Photoshop and nDo2 users – Intermediate Platform : Photoshop/nDo2 Latest Update :October 2011 Introduction I never really got into zBrush and Mudbox, I have always stuck to the oldschool approach of pure Photoshop for 2D work.

No sculpting or such. zBrush and Mudbox are great tools, but it really adds an extra layer of complexity to texture creation, and I am not too fond of using too many different tools next to each other. That pure Photoshop approach regained a lot of its credibility again with the recent release of nDo2. nDo2 is a new program that hooks into Photoshop, and allows you paint, sculpt, convert, and draw normal maps directly from within PS. In this tutorial I am going to show you how I usually create my diffuse textures, and how to then take a diffuse texture into nDo2 and use it to create a normal map for it. The tutorial requires at least basic Photoshop knowledge. Blogs :: The tree - Creating surface textures tip. By default Asset Tracking will not show the status for files on network drives. Read More >> Subscribe to RSS feed The UV editing improvements in Maya 2015 are the most substantial that we seen in many years.

In part 1 of my Maya 2015 UV editing overview I'll cover the new Unfold 3D algorithm along with the companion BonusTools called AutoUnwrapUVs. I'll also show how the related Checker and Distortion Shading options can be used to evaluate the results. Read More >> A collection of tips for speeding up 3ds Max /3ds-Max Design Read More >> Catch the GDC 2014 Aussie wrap-up by David Zwierzchaczewski | ANZ Animation Specialist at Autodesk Read More >> This is what it looks like inside the booth. Read More >> A very thorough tutorial from Jud Pratt showing how to set up an Amazon EC2 render farm for 3ds Max or Maya with Backburner Read More >> Dev and Tips and Tricks sessions for 3ds Max, Maya and Mudbox Read More >>