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#1 Dzemo

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Posted 09 June 2010 - 01:19 PM

Ok, so just starting out and trying to learn this program I made this rusted grate. Noobish I know, but hey, its one of my first.

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  • Rusted_Grate3.jpg

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#2 MonsterMind

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Posted 09 June 2010 - 01:26 PM

Very nice and simple! :P I never used the ;Layer Lab before, so I learned something new today. Thank you.
I love swimming but more than that I love Genetica!


#3 Dzemo

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Posted 09 June 2010 - 01:49 PM

Heck, I dont even know how I got it. I am really lost. The tuts are good but it still leaves me confused
Well as I play with this one, I find other cool stuff.
This is muddy goo running under the grate. I think I like it :P

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  • Rusted_Grate_muddy_goo.jpg

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Edited by Dzemo, 09 June 2010 - 02:04 PM.


#4 MonsterMind

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Posted 09 June 2010 - 02:39 PM

Nice. Here is a sample that is animated if you don't mind.

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  • Rusted_Grate_muddy_goo.gif

I love swimming but more than that I love Genetica!


#5 MonsterMind

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Posted 09 June 2010 - 02:40 PM

and the gtx:

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I love swimming but more than that I love Genetica!


#6 MonsterMind

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Posted 09 June 2010 - 02:50 PM

Well as I play with this one, I find other cool stuff.
:P


Yes, Genetica is like a goldmine, the more one digs the more he discovers.
I love swimming but more than that I love Genetica!


#7 Dzemo

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Posted 10 June 2010 - 01:09 AM

Nice. Here is a sample that is animated if you don't mind.


Heck no, I dont mind at all.
I was thinking it would be cool to see it annimated. I dont have the studio addition though.

#8 Funkdude

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Posted 10 June 2010 - 01:36 AM

Nice lighting! It has a very photoreal vibe to it, as well as being kind of cartoony. Reminded me of UP from pixar

#9 Dzemo

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Posted 16 June 2010 - 02:09 PM

Well I first presented this project in the Oil Barrel topic.
I figure I should just post my own work in my own topic.
Funkdude, I still havent figured out how to make that oil barrel texture on my own. I will keep my word and replace it on my model when I can.
So I am using a combo of programs to texture this thing. Genetica is great for the tiling. Thats how I first discovered the program last year.

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  • Steampunk_Oil_Rig_6_3_480x_png.png


#10 Atlas

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Posted 17 June 2010 - 08:45 AM

It's coming along nicely!

#11 Funkdude

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Posted 17 June 2010 - 09:44 AM

The bottom texture looks pretty neat! Does the scene use shaders? or is the lighting "baked"?

I dont know it there are anyweathered pipe textures, but its no problem if you use the current texture as long as its WIP. For commercial use you can always mail me. I have exams this week so the tutorial for making oil barrel textures is "on hold". I mightg post a gtx instead, but that would beat the point of a tutorial i guess.

#12 Dzemo

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Posted 17 June 2010 - 11:42 AM

[quote name='Funkdude' date='Jun 17 2010, 09:44 AM' post='28566']
The bottom texture looks pretty neat! Does the scene use shaders? or is the lighting "baked"?



Im just a novice modeler. I dont understand baked yet.
I use software called AC3D. And for rendering, PovRay. In AC3D I add a couple of lights and then render away. Its all very basic. I dont know how to write code for PovRay either.This is all one reason I would like to go to school for this. But at 45 I'm a bit old to fork out 50k on schooling in an industry where job placement is probably hard to come by. I did go as far as exchanging emails with the admins at Full Sail University.
Thats as far as I got though.

Edited by Dzemo, 17 June 2010 - 11:43 AM.


#13 Funkdude

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Posted 17 June 2010 - 12:13 PM

Well you did a nice job so far ;)

Baked lighting means the shadowing and relief/bumps are in the texture itself. so in a 2d game, or a 3d game where the lighting always comes from the same angle you can use that angle for the lighting in your textures, making the scene look like a high and shader is used, when in fact the lighting is "baked" into the texture image :D. For instance nowadays we see alot of "baked" ambient occlusion. (We use it in out game too, since dynamic ambient occlusion is kinda heavy on the gpu)

#14 Dzemo

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Posted 17 June 2010 - 12:47 PM

Ahh :D
Well in that case, this texture has no bump maps at all. I got lucky on this one. Its a Metal Bulkhead from CG Textures. I resized it and added a water color effect. Then put another texture ontop, I cant remember which one now. It was a cement wall I think. In the end I used the multiply adjustment. I switch back and forth from Ulead Photo Impact to Photoshop. Most of my layering is done in Photo Impact and it doesnt save the work like Photoshop does as in a .psd . So what ever I do, gets lost in the transition ;) . Anyway, like I said, I got lucky on this one.

And I do look forward to that tut on the oil barrel texture.

#15 Dzemo

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Posted 18 June 2010 - 04:13 PM

Im done with this for now.
completed version with background can be seen here:
Dzemobeg on deviantart.com




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