Showing posts with label photoshop. Show all posts
Showing posts with label photoshop. Show all posts

Friday, January 15, 2010

PAINT WORKS for XAVAGE released!

PAINT WORKS KIT for XAVAGE GTR and XCR have been released at my website. For all 4x4 EVO fans, Track Mania and modeler/modders/fans you can head to http://www.supermotoxl.com and go to PAINT WORKS page to dowbnload eidtable texture templates to decorate and paint your favorite XAVAGE. For the first time i release an uncompiled raw CPT (Corel Photopaint Templtes) format which contain layers of object with several attributes of "MERGE MODES" to maintain the texture quality and standard.
Enjoy.

Saturday, February 09, 2008

PART 27: Rear texturing work

I've just 50% complete doing texturing work for rear vehicle models. Picture as shown before and after. Lots of decaling and shading work. Each side took estimated 10 hours to work on for the 2nd layer. Expected to have more than 300 layer for this texture models. I'm using old COREL tools for this texturing job. The models looks more alive and real after layer and layers of texture work.

PART 26: Texture templating done! Next step


After paint coating the models and photopainting the models body finally we got a clean basic texture templates ready for detailed texturering and decoration. But i have to put another step that is UV mapping first to map or wrap the texture on the models body meshes. This need to be accurately place properly. A good UV mapping will produce smooth proper reflection surface when shiny render are projected on real 3d scene generated by either game engine or the 3d program itself. On the texture there are 7 panels on the models need to be UV mapped. Normal modeler just simply mapped it using grid style, i'm however using point to point wireframe mapping which is 100% more accurate then conventional UV mapping with is good for variable texture sizing shift when other modeler try to convert this models into various texture size and resolution. Ok lets get on with it!...