AAA - texturer needed!

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Postby Mizu Kitsune » Sat Aug 08, 2009 5:27 pm

lol he means a great texturer. someone who can make uv, bump, normal, parallax, and all the other types of height maps and high quality textures.
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Postby toneddu2000 » Sat Aug 08, 2009 5:45 pm

Irritant wrote:What is a "AAA" texturer? Do you need your car towed for repairs or something? :)


:D

Mizu Kitsune wrote:lol he means a great texturer. someone who can make uv, bump, normal, parallax, and all the other types of height maps and high quality textures.


Actually, I've seen this form in research job newspapers, but I don't know what it means !! (maybe it means something only in italy!!) :D
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Postby Irritant » Sun Aug 09, 2009 4:58 am

Mizu Kitsune wrote:lol he means a great texturer. someone who can make uv, bump, normal, parallax, and all the other types of height maps and high quality textures.


Haha, I know, I was just being a jackass :D
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Postby Lee_Stricklin » Thu Aug 13, 2009 5:08 am

That's a cool model. It would be cool if somebody made race tracks for vehicles.
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Postby Flying Steel » Thu Oct 29, 2009 4:04 am

I took a look at this mesh.

And my feeling is you should finish texturing it. Because it looks like you are pretty close to a finished product, and the experience you will gain from taking it every step of the way will make you a better modeler, unwrapper and CG artist in general. People will also be much more likely to use work you have done if it is already textured for them. And at least as far as man-made objects go, making quality textures isn't really that hard, you just have to learn a few tricks and make adjustments until you have the look you want.

A very talented and knowledgeable artist posted an excellent tutorial/overview of current generation texture creation on the vega strike wiki, it is probably a good place for you to start:

http://vegastrike.sourceforge.net/media ... oToShaders

Don't get yourself too bogged down in its technical details, but notice what the different maps look like and pay special attention to the "Step By Step Tutorial" at the end.


Anyway, if you are interested in taking a shot at texturing this model, let me know and I'll draw you up a little battle plan for what to do.
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Postby Oblivion » Thu Oct 29, 2009 11:48 am

VegaStrike! :D

(It's where I and our art director who is now an industry pro, started... my noob models and textures are still floating around there LOL, strangelet's far better models too).

And yes, agree with Flying Steel. Experience. :) If you've come this far, just take the few more steps to complete it. There are so much more tutorials out there nowadays. When I was starting there were so few I had to do it by trial and error and from confusing advice sometimes given by people (in the VegaStrike forums). Heh.

I can't texture this though. Only a couple of weeks before the deadline of our project, so can't be bogged down with texturing other stuff now (aside from cartoony stuff which only takes a few seconds, as per the models in my map experiment).
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Postby Flying Steel » Thu Oct 29, 2009 2:58 pm

Indeed, Vega Strike was and still is the most graphically advanced FOSS game around, and I learned alot from there. I really hope they get alot more engine and project side help soon, it is sad to see such a great project in its recent comatose state and I'd like to contribute more to them, but already they have so much content backed up and uncommitted, including a set of my own models.
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Postby toneddu2000 » Thu Oct 29, 2009 3:08 pm

I've to say a huge thank you to Flying Steel and Oblivion for their hints, and I see these links are wonderful: they explain step by step things that I always asked. But, in these days I'm very busy at work, so I think I'll try to make it real during week end. About the experience argument above, I think that works like Oblivions did is 45% experience and 55% is great artistic aptitude. I've to be honest, I'm not so bad in modeling techniques, but texturing and lighting has always been my problem. So I'll try to concentrate on learning these "missed skills" and let's see what happens!! :D
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Postby Flying Steel » Thu Oct 29, 2009 3:59 pm

toneddu2000 wrote:So I'll try to concentrate on learning these "missed skills" and let's see what happens!! :D


Exactly.

You might find that you don't necessarily have to be an amazing freehand artists with a stylus to make quality texture maps.

Basic understanding of the technical concepts and combining tricks like procedural textures, vector graphics and filters, and later bakes (like you started to do with AO) can make damn good looking textures.
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