Thursday, 27 February 2014

 Below are the different panels that I have created in photo-shop which I have used a variety of filters in order to change the appearance of the original texture. I have used the high pass filter in order to reduce the noise and make the texture easier to tile using the clone stamp tool to get rid of the seams. After this I then created an ellipsis and inverted it to create the lighter color against the background texture, then I made the pattern by rotating it into different locations. When the original tile was finished I then went onto make the side tile and then the middle tile. For this I created black and yellow pattern and overlayed it onto the texture. I then added scratches and some dirt towards the edges where it would gather in reality. Finally to make the middle tile I created the lined pattern and imported another texture to have in the middle to break up the texture.


Here is the final image showing the tile textures using planes in maya, as you can see on the side tiles the black pattern builds up in places meaning that it cant be duplicated properly as you can easily see where one tile ends and the other begins. Due to this I will be going back into the texture to sort this out and also I am going to add extra details to the middle tile and also an alpha channel to make certain areas transparent.

Wednesday, 26 February 2014

Here is the final marble tiled image as I have gone over the seams with the clone stamp tool in order to hide the seams to make it appear as a whole texture.

The top image is the original texture with its natural colours which would be very hard to tile on an object however the bottom image has a highpass filter which is making it easier to use the clone stamp tool to get rid of the seams.

Wednesday, 19 February 2014


 Here is the high poly krate tast finally finished, I had a hard time with this task due to not being very familiar with normal maps, which this turned out to be a good exercise. I have baked the high poly krate which had over 450,000 poly's as it had been tweaked within z-brush to add a higher level of detail over to the lower poly krate which was only at 400 poly's. Once I had baked the detail over to the lower poly krate I then make an ambient occlusion which helped with the different shades of light when texturing. I have gone with a green color scheme around the corners and the bottom to show that it is of a different material. After this I have added scratches which shows wear and tear on the krate. Overall I am happy with the final result as I think the AO layer makes it look very realistic.