Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: Testing Textures  (Read 2064 times)

Navek

  • Jr. Member
  • **
  • Posts: 76
    • View Profile
Testing Textures
« on: July 11, 2009, 12:16:50 am »

Just posting a test render of something I'm working on. If you guys have any tips on making realistic textures could you please post them?

Ps, I'll put the final pics here when there done.
Logged

lizeal93

  • Full Member
  • ***
  • Posts: 177
  • Coool!
    • View Profile
Re: Testing Textures
« Reply #1 on: July 15, 2009, 09:48:24 pm »

cool!

is that a forrunner structure from Halo?

anyways the only issue that i am noticing is that texture seams. these can be easily eliminated in the gimp by applying a filter->map->make seamless. and that shoyuld give you a seamless texture.

cheers!
Logged
there are two things that are contstant. human stupitity and matter.
and i'm not to sure about the second one.
-Albert Einstien

falloffalot

  • Guest
Re: Testing Textures
« Reply #2 on: July 16, 2009, 07:02:48 pm »

Nice work.
When you texture multiple objects of the same shape ensure the textures don't match.
If you use Photoshop to make your textures simply add some extra dirt, scratches or crack layers and use the "save as". This will save you from making a new texture each time.
As lizeal, the 1st pic texture needs to be tiled with seamless joins, also rust is very irregular and none uniform. If you have a look at my mine cart there is a good example of poor seaming on the rails.
(Oh nuts...Iíve just given away the answer to my question on that thread).
Logged

Navek

  • Jr. Member
  • **
  • Posts: 76
    • View Profile
Re: Testing Textures
« Reply #3 on: July 16, 2009, 09:06:54 pm »

Thanks for the tips guys. I'm trying them right now and i'll update this when I'm finished.
Logged