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Re: Metal textures
[Re: Excessus]
#96903
11/01/06 11:47
11/01/06 11:47
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Joined: Jan 2006
Posts: 968
EpsiloN
OP
User
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OP
User
Joined: Jan 2006
Posts: 968
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simply add something like a height map and a shader for lighting and you could pass the level (with textures you've created)
I dont know how to do that I tryed btw , but maby I'll look into it deeper soon...
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I see clearly the filters for rendered clouds, noise and sometimes a bit motion blur. You could apply such effects more subtle to generate more realism.
I havent used motion blur I dont like it because it produces strange lines at the ends of the texture 
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They're a bit too clean
And I tryed to make it more dirty at the ends of every segment of the textures like a wear effect , scratched and shiny in time done by humans...but it didnt looked good. I still have to learn that one 
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The scratches seem to be painted, copied, off-seted and multiplied / overlayed. But they need a bit variation. You could soften the ends, erase some parts. Use different thicknesses to add variation.
And about that one ... you're right about the thickness , maby even I'll use diffrent colors sometimes. I did those exactly like you said , thats the only way I know and I did erased some parts in those textures but I guess it wasnt enough... Later I'll post some more if I can reacreate the drawings I did (I use paper for concept )
PS.: Those are one of my first attempts , but I've used PhotoShop for buttons and Web logos , menu , effects for wallpaper...And btw the very first few attempts look promising in Photoshop and in my imagination on how they'll look in a game but they look horrible in 3DGS , dunno why.
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