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Subject: Re-Texturing RudeBoy


AgentSmith ( ) posted Sun, 26 February 2006 at 3:38 PM ยท edited Sun, 02 February 2025 at 1:00 AM

Attached Link: RudeBoy Mech

file_329846.jpg

I needed a possible bad guy in a scene, chose this "RudeBoy" Mech from Freestuff, but didn't like his plain grey metal, so I spiced up his maps in Photoshop.

RudeBoy is for Poser, but there is a .obj in the zip you download, but I would suggest sending it through Poser/Studio, as it nomrally has 95 parts, and out of Poser I could get the groups to add up to only 25 parts. Much faster to tweak.

AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


tjohn ( ) posted Sun, 26 February 2006 at 3:47 PM

Sweeet texturing, AS!

This is not my "second childhood". I'm not finished with the first one yet.

Time flies like an arrow; fruit flies like a banana.

"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy


danamo ( ) posted Sun, 26 February 2006 at 4:23 PM

Have to say, I think the textures are terrific!


marcfx ( ) posted Sun, 26 February 2006 at 4:45 PM

Way to go AS, Havent played with that one yet..still on the back burner for later :)


Smile, your dead a long time :)


AgentSmith ( ) posted Sun, 26 February 2006 at 4:53 PM

file_329847.jpg

The textures maps used are the ones that originally came with the mesh, but in Photoshop; I added grain. Embossed it, to give it some fake depth. Colored it. Additional dirt added. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


Zhann ( ) posted Sun, 26 February 2006 at 5:14 PM

Sweet!

Bryce Forum Coordinator....

Vision is the Art of seeing things invisible...


marcfx ( ) posted Sun, 26 February 2006 at 5:52 PM

Your a master at a lot of applications arnt you. Something i would like to do is materials for some of my (Daz) objects, I always downloaded the meshes of ones I bought.......perhaps i will do once i master Bryce......ZBrush.....Lightwave, Photoshop, Wings3d, blender, Truespace, Cinema 4d, Maya, 3DSMax, Terragen, Poser, DazStudio, StrataGen, Vue, Rhino, SketchUp, K3dsurf, Kashmir 3D, and a few others first......(Phew, thats a list to remember) Marc (Waking up from dreaming I'd won the lottery!)


Smile, your dead a long time :)


RodsArt ( ) posted Sun, 26 February 2006 at 5:57 PM

Nice nice nice

___
Ockham's razor- It's that simple


danamo ( ) posted Sun, 26 February 2006 at 6:08 PM

I really like what you've done to the material settings for the texture map, makes it look a lot like weathered metal. May I ask if you applied a specular map as well, and did you add reflection or metalicity? Just trying to steal a few tricks here.lol.


AgentSmith ( ) posted Sun, 26 February 2006 at 6:39 PM

I'm fairly sure I'll use this model in my scene, but it will only be partially visable, taking up maybe a one/fifth of the right side of image. So that's why I'm not bothering with applying anything but the color maps like in the example above in post #5. The color maps just double as the bump maps. Keeping it simple. Let me get a sceen grab of the material setting for ya... AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Sun, 26 February 2006 at 6:55 PM

file_329848.jpg

Here's the settings in the Materials Lab.

Normally I set the Diffusion is at 100, and the Ambience at 15. (to start with) But, with every different material, settings must be tweaked, and this time I knew I wanted a darker look, with pumped up specularity, as later this will be in a dark enviroment. (and, that's the look I was going for)

Additionally, a value of 245 for the Specular Halo is normally almost too high, but with this map it worked fine. Note, with a high Specular Halo RGB value, I almost always pump up the Metalicity to keep the halo under control.

AgentSmith

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Sun, 26 February 2006 at 6:57 PM

The actual "set" I have built is very different from what you see in the top most image (and so is the lighting). So of course, when I get this into my constructed scene, the materials will probably be tweaked again. ;o) AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


marcfx ( ) posted Sun, 26 February 2006 at 6:58 PM

Book marked :)


Smile, your dead a long time :)


marcfx ( ) posted Sun, 26 February 2006 at 7:01 PM

Always good to play, isnt it.... Marc (Thanks for your never ending help AS,)


Smile, your dead a long time :)


FranOnTheEdge ( ) posted Sun, 26 February 2006 at 7:43 PM ยท edited Sun, 26 February 2006 at 7:44 PM

Nice! When do you feel you need something more than using the same colourmap as bump?

Have you ever used a totally different image for bump, or do you just adjust the colour image (in photoShop or whatever) for greater contrast etc and use that? (I meant other than just a sort of noise for bump)

Message edited on: 02/26/2006 19:44

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Sun, 26 February 2006 at 7:51 PM

If the mesh is prominent enough, and/or the bump is not working correctly*, I will go in and working off the color map, I will create a custom bump map. *"correctly" - if the color map has light/white parts on it that are actually recessed, this will not work correctly as a bump map. I could just invert the map, or use a negative value for my bump, but that would throw other parts of the bump off (usually). Additionally, if there are various parts/areas of the map that have no bump, or shouldn't have, that would be another reason for making a custom bump map. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


CorwinRathe ( ) posted Sun, 26 February 2006 at 8:53 PM

Sweet. Really like how those textures look on this badboy. Looking forward to seeing your final image.


danamo ( ) posted Mon, 27 February 2006 at 12:46 AM

Much obliged for a peek at your material settings AS! I found it very instructive.


Moebius87 ( ) posted Mon, 27 February 2006 at 7:19 AM

Sheesh... I thought folks had forgotten all about my "Rudeboy"... LOL! Good to see him resurrected and given a much better texture. Great mini-tutorial, AS. :o) Did this mesh back in 2000... almost six years old. I plan to create a new mech to compliment him one of these days. Cheers! M

Mind Over Matter
"If you don't mind, then it don't matter."


bandolin ( ) posted Mon, 27 February 2006 at 9:19 AM

Bookmarked


<strong>bandolin</strong><br />
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AgentSmith ( ) posted Mon, 27 February 2006 at 3:41 PM

M! Slipped my mind that RudeBoy was originally your creation, lol! I think I've had RudeBoy sitting on my hard drive for two years, lol. Always meant to use him! Best free mech I've found. Hope you don't mind...he's going to be shooting the hell outta some people in my scene, lol... I did a 3200x1600 beauty pass render last night of my scene and he looks great. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


TMGraphics ( ) posted Mon, 27 February 2006 at 6:10 PM

DONT YOU EVER SLEEP!!! LOL Nice texturing there AS


AgentSmith ( ) posted Mon, 27 February 2006 at 7:10 PM

Sure, I catch cat-naps in between my coffee breaks. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Tue, 28 February 2006 at 4:23 PM

Thanks AS, look forward to seeing the finished result.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


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