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Need pointers on creating more realistic tank textures | Locked | |
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Apr 9 2011 Anchor | ||
I'm in the midst of creating a vehicle (more specifically, a Tank) in Maya for a Uni project, it needs to be skinned and I'd like to do it from scratch without pinching bits from other 'professional' texture maps like I usually do to save time when working on the Eastern Front mod. I have about 5-6 years experience in Photoshop but my Artistic skills in the programme are sub-par (even with a tablet), I tend to lose my patience after spending hours and hours slaving over a texture trying and get it looking realistic but my textures always come out looking like absolute crap. So I was looking for some pointers on what I can do to make my textures more realistic, in a quick and effective way if possible (since the deadline for this project is the 9th of May) and specifically how I can get paint effects, welds, dirt and scratches looking realistic without going over the top. All I really want is to do is get a realistic looking painted base down that I can build on. Any tutorials, decent brushes or advice people could throw my way would be awesome. Thanks! -- Eastern Front Mod |
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Apr 9 2011 Anchor | |
This tutorial has served me well in the past, and includes a nice brush or two: These all it makes for some fine bases (you can tone it down if needed). |
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Apr 9 2011 Anchor | ||
Oh man, exactly what I was looking for, thank you very much! -- Eastern Front Mod |
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Apr 10 2011 Anchor | |
First off, you don't "paint" realistic textures - not even the artists at Blizzard are that good. First you get a base texture, from like www.cgtextures.com Also, without an Ambient occlusion, specular and normal map you can forget about making it realistic. Set the blend mode on the AO to "multiply" and have it at the top of your layer stack. The specular you can create from the diffuse map - but don't just desaturate it, increase the contrast and "think" that that's a good way to make a specular map. If you have lights on the tank then I also suggest that you use an emissive map for self-illumination. Export everything as OBJ and TGA's - and import them to something like the Marmoset engine. This is just my workflow. There is no way I can tell you have to make great textures with just a single post here you need to study tutorials for that and learn the features of photoshop better. EDIT: Edited by: Nightshade |
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Apr 10 2011 Anchor | ||
I think you misread my post. I'm not looking to 'paint' realistic textures, I'm looking to make realistic 'paint' textures... a good looking texture base on which I can build on. I already know all about occlusion, specular, normals, etc etc, these are a normal part of my work, I just needed some pointers to help me speed up the initial process. I have this now, Cryid's post helped immensely. -- Eastern Front Mod |
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