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The Top Ten Tips of Texturing

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.

Ben Mathis - tutorials Static text and image based instructional material. PDF's require Adobe Acrobat. Comb map creation *new* Create "comb maps" to control anisotropy direction on a per pixel basis. Next-Gen Eyes *new* How to construct more realistic eyes using per-pixel shaders and transparent shells. Programs, Plugins, and Scripts The 3D, 2D, and miscellaneous programs I use, as well as plugins and scripts. Tip JPGs Folder of random examples made for students and online forums. DDS types Explanation of the different settings in the Nvidia DDS plugin for Photoshop with example images. Normal Map Deepening Use multiple layers to augment baked normal maps with real depth in your overlays. Painting Ears A short demonstration of painting ears. 3ds Max Settings Tools I most commonly use in 3ds Max. Photoshop Settings Tools I most commonly use in Photoshop. Normal Map Workflow Covers all the things you need to know to start using normal maps in 3DSMax 7 Layer Setup My typical layer setup.

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. 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. Even if you create something with a highly stylized art direction, you will most likely want to define your materials anyhow, of course there are a lot of exceptions, but in my opinion defining good materials is not bound to realism, but rather to create a believable world, regardless if the world is a desert city on earth or a pink castle in space. I would also like to thank Lamont Gilkey for the .PDF versions of all tutorials here. Click image to view the rough wood planks tutorial.

Wow Effect ! (A Semi-Official) Python FAQ Zone This effbot zone, a sister site to the Python Tutorial Wiki, contains a copy of the standard Python FAQ. This site replaces the version hosted at infogami. This site is being used as an editing and staging area; “stable” versions will be published over at python.org at regular intervals, once all the tools are in place. Note: We’re rebuilding. Sorry for the mess. To contribute, you can: Review an article, and add comments and suggestions if you find something that can or should be improved.Show me a random article! It’s perfectly okay to just read an article, of course.

Jarrod Christman - Realtime Rendering Texture Guide For Video Games and Architectural Rendering Update 30-JUL-2008: Proofreading and editing by Sean Timarco Baggaley. Many typos and grammar errors fixed. Some rephrasing and changes to titles. Update 21-APR-2008: Edited and expanded existing areas and attempted to improve clarity. If anyone has any corrections, please contact me. by Jarrod This is a quick reference for artists who are starting out. Textures What is a texture? By classical definition a texture is the visual and esp. tactile quality of a surface (Dictionary.com). Since current games lack the ability to convey tactile sensations, a texture in game terms simply refers to the visual quality of a surface, with an implicit tactile quality. As you will learn as you read on, textures in games is a very complex topic, with many elements involved in creating them for realtime rendering. We will look at: Further Reading Creating and using textures is such a big subject that covering it entirely within this one primer is simply not sensible. UVW Mapping Tutorial - by Waylon Brinck.

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. 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 >> In this short video, I step way out of my typical comfort zone to share an interesting tip and trick for the TD’s and scripting gang out there.

RetroPixel A la une sur RetroPixel ! Planet Centauri Proposé par onilink_, Le 03/04/2015 à 14:13 Bonjour, je tiens a vous présenter un jeu sur lequel je bosse depuis plus d'un an en tant que developpeur/pixel artiste/game designer. Il s'agit de Planet Centauri, un platformer sandbox comparable a Terraria ou encore Starbound. (8 commentaires) :: Catégorie : Jeux-Vidéo Dead Cells Proposé par Cancre, Le 01/10/2014 à 10:55 Un jeu de survie coopératif dans lequel la menace ne vient pas forcément de l'extérieur. (6 commentaires) :: Catégorie : Jeux-Vidéo Digital Artform: Avoiding Ugly Color Falloff in 3D A standard shader has a boring color falloff. Most painters, when rendering a surface which turns away from light, will identify (or invent) a reason to introduce a shift in the hue of a surface as it darkens. One way you can do this in 3D is to map a color ramp to light falloff. A standard shader, in this case a cyan-colored Lambert shader, is usually implemented inside the renderer as a multiplication of a base color and a grayscale Lambert falloff. When color falls off in this way, it can go through muddy, dull midtones. If you remap the falloff with a ramp, you can give it a richer look. Start with a Surface Shader node. Add a ramp. Add a Lambert to the V-Ramp. The Lambert falls off through shades of gray. (I chose the V input because the ramp defaults to a V-ramp. Here's a default ramp. Here's a render of the objects using the default ramp. Adjust a pleasing falloff into the ramp... ...and you'll achieve a pleasing falloff in the lighting of the rendered objects.

Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck Beautiful, Yet Friendly Part 1: Stop Hitting the BottleneckBeautiful, Yet Friendly Part 2: Maximizing Efficiency by Guillaume Provost A couple of years ago I was driving home to Quebec when I stopped near the Ontario border to gas up. I got out of my car to stretch and noticed two other travelers engaged in a complicated mish-mash of hand waving and broken English. I approached, thinking I could help the poor fellows by acting as a translator between both parties, when I realized that not only were they both French Canadians but neither of them knew it. If I found the situation amusing at the time, I've since come to realize that specialized jargons aren't so different from languages as different as French and English. Game development studios comprise numerous different professions, each with their respective jargons. As any experienced game artist knows, dealing with a disgruntled graphics programmer mumbling about "vertex diets" isn't the most enthralling part of the day. FIGURE 1.

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