Cutting & Dressing Texture Maps

Written January 16th, 2009
Categories: UVWs / Texturing, Videos
1 Comment »

I’m afraid I don’t have a new tutorial for you, so in exchange I’m offering two neat bits. The first is that I’m uploading the Monday Movie a few days early this week, so that you can enjoy it that much sooner. It also shows you that I’ve been working on something so you don’t think I was goofing off- ignoring my promise of a new 3dsMax tutorial.

The other neat thing is that this Monday Movie is special! I’ve added a whole new intro sequence, and the video footage is now in wide-screen. I know it’s a little blurry, but trust me; next week is going to be sharper than your mom’s opinions. Fun!

This week’s Monday movie is about cutting and dressing texture maps by using what your perception of the diffuse map is. I show you a paint-chips texture, and because I know the materials that are present in the image I’m able to pull out a bump map and a glossy/specular map as well!

Quick Start Series – Part 4

Written June 18th, 2008
Categories: Lighting, Mudbox, Offsite, Textures / Materials, Videos
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“This quickstart series contained the information and techniques that can’t be found anywhere else and an equal split between workflows came up with by Dave Cardwell and those invented by Wayne Robson. Before this we already released 3 parts, links can be found on the bottom of this page. In the coming weeks more exclusive tutorials will be available for everyone for free viewing and download.”

Timelapse Making

Written June 18th, 2008
Categories: Modeling, Mudbox, Offsite, Textures / Materials, Videos
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“In Holland at the “End User Event” Wayne Robson gave a Mudbox Masterclass to a standing room only audience filling in at the last moment he showed the creation from nothing to final render in 55 min. But here in a timelapse making he will show everything in a 6 min.”

Showcasing the Model

Written June 18th, 2008
Categories: Mudbox, Offsite, Rendering / Compositing, Videos
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In this series of tutorials I’ll be showcasing different ways to present your models. I start by showing an interesting way of making an object appear as if it’s being constructed from the ground up.

Creating Rock Arch

Written June 18th, 2008
Categories: Articles, Modeling, Offsite, Softimage XSI
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“Hello, this is a tutorial about making a rock arch and then prepare the model for game engine. It’s simple and fast and shows only the basics. This tutorial is not for beginners, you will need to have some knowledge about polygon modeling, make the uv’s of the model, import/export operations, have to be familliar with ZBrush a bit and with photoshop too.”

Making of Tiger Zoo

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite, Textures / Materials
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“Photography has always inspired me; I love especially shots of nature and wildlife from magazines like The National Geographic. During a recent travel in the South East of Asia, I visited Sriracha Tiger Zoo in Thailand and I took many photos of all the animals living there. There is no better reference material to use than the one you personally create ;)

Making of the Joker

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite, Textures / Materials
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“When I first saw the dark knight movie posters I really liked them – especially one of them. I decided to try to do something similar, just for fun, but I didn’t want my character to look like Heath Ledger; I wanted to do something that was similar, but still original.”

Making of Fatjon’s Performance

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite, Rendering / Compositing
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“Hi, I am Qu Yu Cheng, my net ID used to be TJ75, or Sofaman. Here I would like to share my foundation of CG work, Fatjon’s performance, with all my friends.”

Making of Where’s She Looking

“As a quick summary of the project, my work flow consists seven programs/plug-ins; Maya, Mental Ray, Poser, Photoshop, Bodypaint and Shave and Haircut.”

Making of Speed Runners

“The concept illustration ‘Speed Runners’ was a personal project, mainly geared towards helping me get quicker results with my concept work. At the time, I was involved in creating a series of illustrations based on science-fiction themes using a ZBrush to Photoshop pipeline. ‘Speed Runners’ was a direct result of that multi-platform experiment.”

Making of My Pets

“My Pets” is a collection of pets that I have done over the past year. Some designs have been made for the toy company where I work and have come to be manufactured.”

Making of Jean-Luc Picard

“As I’m a fan of Star Trek, I decided to try to reproduce Patrick Stewart. He has a really interesting facial shape and I knew it was going to be challenging to achieve a good likeness. I found some good references on Google and then got started!”

Making of Metamorfosi

“This work started from a concept quickly done on a morning before going to work, it’s probably some oneiric memory :) I cannot show it because I don’t know where it has gone to, but the main idea is to represent something realistic which could never exist in the real world. This is the aspect of graphic computer I prefer: making unreality real.”

Fantasy Letter

“This tutorial focuses on heavy texturing now, turning a simple flat plane with a bunch of polygons into an old piece of paper with handwriting on it. 50% of the work will be done in Photoshop.”

Home

“This is a very simple scene. There are only 2 “real” Objects in the scene, the windmill and the homecoming man. The ground is a very simple subpatched object. The footpath has a few more polygons to create bumps and holes. All the bigger Plants, as well as the long grass, are planes with textures from the Total-Textures v10. The small grass was made with Sasquatch.”

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