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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. Simply put the dirt layer at the top of your stack, and paint with a low opacity and flow. 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.

Related:  Maya

navigate We will start with the legs as they can be the toughest part and make the most trouble for you if you get them wrong. I am going to assume that you answered "yes" to the question about having the feet lock to the ground or not. This is the most common way to rig a character. About the only time that I might not want to have the feet locking to a ground plane is if the character only swims or flies. Scale of the character and the scene is something that should be taken into consideration when working in any package. I have often heard from people working in Max that it isn't as much of a problem when working in Maya.

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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. Game Texturing Techniques February 26, 2014 6:15 am Mark Masters If you’re at all familiar with the movie and video game 3D pipelines, you know they’re similar. They both utilize modeling, texturing, rigging, animation, etc.

PEN Productions / Bella Sara Bella Sara Dyanmic Wing Rig For the Bella Sara project by Eyeball NYC in New York, PEN Productions was asked to create a wing rig for an existing horse. It is always a challenge to create feathers that react well with all the deformations that a wing can achieve. Comment dessiner les mains: 35 Tutoriels, How-To's, étape par étapes, vidéos, études, Poses et références Photo 85 Comments | October 19, 2009 I’ve found drawing hands one of the most challenging aspects of drawing the human figure. You can get away with quite a bit when rendering the human figure, but get the hand wrong and it sticks out like a sore thumb. 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. Added new section titled "Texture related articles," [Renamed: "Further Reading", moved to end.

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.

Related:  Texture Links