|
Ok, so I guess I'll post mine up here too.
Let me know what you guys think.
Great tutorial Millenia, hope you've got some more coming. 
|
, spline,
158 Posts,
Join Date Jan 2011,
Location Manchester - England
|
Quote:
Originally Posted by benj666
Hey update time. been busy also so thats why its taken so long.
This is a UDK render.
I feel i can make it better, but i just need some guidance.
Thanks in advance for any feedback 
|
A few things.
Have a better light setup. Right now it looks just bad and is hurting our ability to crit.
You have too much wear and tear detail in your diffuse texture. The most information will be in your specular texture. Make sure to get your AO over to the spec texture as well.
Your gloss value of the piece is WAY to tight, it needs to be much more broad. 20-60 is a decent starting value. Play with it to get it right.
Specular is the most important map with metal, give it the most attention.
|
, triangle,
426 Posts,
Join Date Jul 2006,
Location Quad Cities, IL
|
Wow thanks Quack! ill get on it. Had abit of trouble with the UDK side of it as it looks so different UDK to the 3d programs.
Also love the display pic lol ^_^
|
, line,
87 Posts,
Join Date May 2011,
|
Hey guys,
first of all - thanks for that great tutorial. Taught me so many things (mainly how to bake flawless normal map and a lot about texturing) and you have my eternal graditude.
And here is my take on the weapon. It's still wip, I need to figure out what to do with the wood to make it pop, but so far I am really satisfied with it. What do you think? Any crit welcome!

|
, null,
11 Posts,
Join Date Aug 2012,
|
impressive texturing Vous, same goes for Break! Cannot really give good critic since I am pretty new at texturing myself.
Anyway, it seems I cannot get Render to texture to work out. Can someone take a look at my file, which contains the high and low poly, and see if they can bake the maps inside of max ?
http://www.2shared.com/file/oUR1rO7d/RTT_wynwork.html
|
, spline,
193 Posts,
Join Date May 2012,
|
Thank You very much for such great guide, helped me a lot.
|
, null,
5 Posts,
Join Date Mar 2012,
Location London
|
Great tutorial, I'll be going back to this often as I practice more and more. One little thing though, I had some trouble figuring out how to use vtools to save out the different maps automatically like you did in the video. The process was slightly obtuse but I figured it out eventually. Just in case anyone else was confused as I was, a few tips:
1. Get the tools here: http://home.insightbb.com/~jamestaylor/
2. Extract them to a folder anywhere.
3. Open photoshop and your texture file. Now add a "~" to your different group's names e.g. "~diffuse" and "~specular".
4. Now go to file>scripts>browse and load up vSavePSDTGA.
5. When the window pops up click on the "Sets" dropdown list in the "Basic" section and set it to "Save all, append _initial". Also make sure the Root layer set marker is "~", the same character you've placed at the start of your group names.
6. You can check the "Use PSD Path" box to make sure the TGA's are saved to the same folder as your PSD.
Click on "Save Images" and you're done! Hope that helps, and thanks again Millenia for an excellent look into your workflow.
|
, null,
22 Posts,
Join Date Oct 2010,
|
Thanks for the amazing tutorial Millenia!

|
, triangle,
304 Posts,
Join Date Sep 2011,
Location Preston/London
|
Nice shotty, looks like you could save a lot of tris, though ;)
|
, polycounter,
1,280 Posts,
Join Date Aug 2011,
Location Berlin
|
Millenia, what software did you use to record these?
|
, polycounter,
1,096 Posts,
Join Date Dec 2006,
Location Los Angeles
|
Hello Millenia.
Thks for this tutorial. this is my M37 Ithaca version, my texturing is little bit differente.
Hope you will like it !
|
, null,
13 Posts,
Join Date Oct 2012,
Location Montréal, QC, CA
|
@dack3d - I was trying to find things I hated with your shotgun compared to mine, but yours is much better in terms of texturing. Model is basically the same, but I really like what you did with the texture. Awesome work!.! My favorite so far because you tried something different.
Do you know of any good tutorials for modifying the normal map? like what you did on the grip and very rear of the gun.
|
, null,
9 Posts,
Join Date Nov 2012,
|
Quote:
Originally Posted by Joopson
Millenia, what software did you use to record these?
|
Hypercam 2, nifty little software!
|
, triangle,
450 Posts,
Join Date Jun 2008,
Location Jyväskylä, Finland
|
@Perkins : Thank you very much for this kind words. I learned lot of thinks with this tutorial "Millenia" tutorial.
To do the grid I used Illustrator, copy in photoshop as a coloredpath and after with NDo2 I converted the path to a normal map (don't miss to Overlay the layer).
Take a look here => http://www.quixel.se
|
, null,
13 Posts,
Join Date Oct 2012,
Location Montréal, QC, CA
|
You did a really fantastic job, Millenia. Almost done with the high-poly and already learned a few neat tricks. Much appreciated.
@ladyknowles: If you're going to include the weapon in your portfolio, you might want to include that you followed a tutorial for it for a couple reasons: A) Millenia put a bit of time and preparation into it, and deserves to be acknowledged for it. B) You're going to misconstrue that you made it all by yourself. Even though you did make it all (and the piece turned out really quite nice), it was through following a pretty much spoon-fed tutorial.
|
, spline,
156 Posts,
Join Date Jun 2012,
Location California
|
Hi Millenia, I've followed your tutorial a few month ago, and I've learn a lot of thing. I can even say that I've learn everything about Hard Surface with your tutorial. he is very amazing. So it's my first post on polycount and I just wanted to say, thank you !
Every other post are great, so I didn't dare to show mine, but here we go :
The High Poly model: (as you can see I've add some buckshot, flashlight, etc)
And there is the low poly version (5714 tri):
Thank you again Millenia 
|
, null,
3 Posts,
Join Date Mar 2013,
Location France
|
Hey Millenia
Here is my go at it. I learnt a lot from this - may re-visit the textures at some point. I took your suggestion and also had a look through Racer's tutorial. I still have a little way to go in this area but it was a really good project so thank you for making the time to make the tutorial!
[IMG]  [/IMG]
|
, vertex,
28 Posts,
Join Date Oct 2012,
Location Reading, England
|
Looks Great 
|
, triangle,
322 Posts,
Join Date Apr 2012,
Location Leeds, United Kingdom
|
Yeah ToffeeApple ! Textures are great, but I think the model would be more interesting if you add medal at the end of the cross ? (I think, I'm not a pro  )
|
, null,
3 Posts,
Join Date Mar 2013,
Location France
|
Thanks for the comments
Geno527 - yes I agree it'd be more interesting that way - will have to look into doing that when I revisit it. I really love some of the details others have added to their guns so it'd be great to add some more to mine.
|
, vertex,
28 Posts,
Join Date Oct 2012,
Location Reading, England
|
So far, so good. Thanks for the tutorial, dude, it's a huge help!
|
, spline,
159 Posts,
Join Date Dec 2011,
Location orange county, ca, usa
|
I'm actually pleased with this. I think UDK inverted the normals and the specular doesn't quite pop like it did in Max, but seeing as how this is the first thing I've made in Max and Photoshop, I'm quite happy with it.
|
, spline,
159 Posts,
Join Date Dec 2011,
Location orange county, ca, usa
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|