The Gnomon Workshop: Planks And Panels. Dvd gnomon panels planks Textures the gnomon workshop training workshop. Article Categories: TEXTURES Wood. ADVERTISEMENT: Recent Articles. 352.Sell Album Dessert Milk Tea 02 by Admin.
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Примеры текстур:
Texture Library Bundle - отличный сборник профессиональных, высококачественных бесшовных текстур для архитектурных визуализаций и игровых проектов. Текстуры представлены в формате .tif, среднее разрешение 1200 x 1200. К каждой текстуре прилагается карта Bump (рельефа) и Specular (блика). Также в комплект входят некоторые учебные материалы.
Состав:
![The Gnomon Workshop Texture And Training: Planks And Panels Pdf The Gnomon Workshop Texture And Training: Planks And Panels Pdf](/uploads/1/2/4/9/124924587/588378391.jpg)
- Bricks and Blocks - текстуры кирпича, камней, кладки и подобные.
- Distressed Metal - различные металлы, ржавые, крашенные и.т.п.
- Planks and Panels - деревянные доски, планки и подобное.
Description english:
Bricks and Blocks (2 DVDs of textures and 1 DVD of training) contains 250 high resolution textures for the creation of all kinds of brick and cement block surfaces. Included are photographs of clean bricks, bricks which have been painted, bricks used as paving stones, rough and worn bricks, as well as specialty and decorative bricks. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from the walls of an entire factory complex down to the exposed brick surrounding a mouse hole. Every texture has a corresponding bump and specular map. These have been hand manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 200 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features commonly found with bricks like graffiti, paint, windows and more.
Distressed Metal (2 DVDs of textures and 1 DVD of training) contains 280 high resolution textures for the creation of all kinds of deteriorated and fatigued metal surfaces. Included are photographs of corroded metal, metal which has been painted, scratched metal, burnt metal, and severely damaged metal. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from the small scale of a ragged cuff link up to the immense scale of a deteriorating oil refinery. Every texture has a corresponding bump and specular map. These have been manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 150 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features common to worn metal like paint, rust, bolts and more.
Planks and Panels (2 DVDs of textures and 1 DVD of training) contains 305 high resolution textures for the creation of all kinds of man-made structured wooden surfaces. Included are photographs of boards, panels, planks and posts as well as specialty wood constructions. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from a fly's eye view of a backyard fence up to the broadside of a majestic Spanish galleon. Every texture has a corresponding bump and specular map. These have been manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 160 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features commonly found with structured wood like nails, bolts, signs, hinges and more. Ссылки на скачивание «Gnomon Workshop – Texture Library Bundle 3 in 1 – Hi-Res текстуры» (12.8 GB (37.2 GB unpacked)):
Gnomon_Textures_Library.part01.rar
Gnomon_Textures_Library.part02.rar
Gnomon_Textures_Library.part03.rar
Gnomon_Textures_Library.part04.rar
Gnomon_Textures_Library.part05.rar
Gnomon_Textures_Library.part06.rar
Gnomon_Textures_Library.part07.rar
Gnomon_Textures_Library.part08.rar
Gnomon_Textures_Library.part02.rar
Gnomon_Textures_Library.part03.rar
Gnomon_Textures_Library.part04.rar
Gnomon_Textures_Library.part05.rar
Gnomon_Textures_Library.part06.rar
Gnomon_Textures_Library.part07.rar
Gnomon_Textures_Library.part08.rar
http://nitroflare.com/view/BC10E93E065D363/Gnomon_Textures_Library.part08.rar
http://nitroflare.com/view/6905948C79EE0B3/Gnomon_Textures_Library.part04.rar
http://nitroflare.com/view/16FAF9B7058497A/Gnomon_Textures_Library.part05.rar
http://nitroflare.com/view/67C83DA4C8702DF/Gnomon_Textures_Library.part06.rar
http://nitroflare.com/view/243F17012770DD1/Gnomon_Textures_Library.part03.rar
http://nitroflare.com/view/C1603CEAB260168/Gnomon_Textures_Library.part02.rar
http://nitroflare.com/view/BFB6BA96113B115/Gnomon_Textures_Library.part07.rar
http://nitroflare.com/view/F8A588661F6082A/Gnomon_Textures_Library.part01.rar
http://nitroflare.com/view/6905948C79EE0B3/Gnomon_Textures_Library.part04.rar
http://nitroflare.com/view/16FAF9B7058497A/Gnomon_Textures_Library.part05.rar
http://nitroflare.com/view/67C83DA4C8702DF/Gnomon_Textures_Library.part06.rar
http://nitroflare.com/view/243F17012770DD1/Gnomon_Textures_Library.part03.rar
http://nitroflare.com/view/C1603CEAB260168/Gnomon_Textures_Library.part02.rar
http://nitroflare.com/view/BFB6BA96113B115/Gnomon_Textures_Library.part07.rar
http://nitroflare.com/view/F8A588661F6082A/Gnomon_Textures_Library.part01.rar
Hi! Here I send my first attempt to this contest. I'm so amazed by the work of others that I don't expect to win anything. Though I'll never give up on Maya. (I started to try to learn it on my own for the past month, on a 6 hours per day basis).
Ok,.. I ran into different problems, and I hope somebody could shed some lights for me about them. I'm sending the final (Maya + photoshop), and the final render with mental ray, in which I circled regions where I had defenitly problems I could not get rid off, or get to work properly.
Final (Maya + photoshop) :
Render with problems :
Problem 1 : After making a nurbs plane and displacing it manually to create some hills, I wanted to make every snowflakes on the snow to reflect randomly (like stardust)... So the only thing I could come up with (my knowledge) was to use a bump map + specular map, hoping that the specularity would give the 'stardust' effect I was searching for. It didn't work as good as I expected, though the snow around the snowman looks like it was blown with a snowblower (which I'm happy with for the moment). The texture swimming on the hill to the right makes the snow looks dirty, but my real problem is that I couldn't get some part of the bump map (on region 1) to show grainy, even though I used the 'UV texture editor' to cover more region of the texture. I thought that the bump map was linked to the texture map (humm,... I have no texture file used as a shader, only a blinn, I think). And even if I gave a lot of space to those UV's, and desperatly cutting the plane in 3 separate parts (Nurb plane 1, 2 and 3), it made no real difference to Region 1. My first question is : aren't bump maps linked to UV's ?
Problem 2 : I wanted to create several light bulbs with different colors everywhere around the house and the stairs, though I got stuck trying to fix my first point light! I realized too late that Raytracing is not rendering 'light glow', and if I wanted to create chrismas light bulbs, I had to render my scene with Raytrace, and then with Maya software engine. All we can see on this picture is some specularity of red from my point light. My question is : what's the best way to create several small light bulbs without getting a very hard scene to render?
Problem 3 : Even though I used a production level of anti-aliasing, the cracks between each plank of wood for the house didn't return fine distinctive ligns. (minimum sample '0', max '2'). Is it me that's too picky about a 800X600 render?
The tree and the branches for the arms of the snowman are made from extruded nurb circles (I don't know how to use PaintEffects).
In general, the thing I'm totally happy with is the sleigh. Texture created in photoshop (cloud + blur + noise).
Happy new year everyone!
Ok,.. I ran into different problems, and I hope somebody could shed some lights for me about them. I'm sending the final (Maya + photoshop), and the final render with mental ray, in which I circled regions where I had defenitly problems I could not get rid off, or get to work properly.
Final (Maya + photoshop) :
Render with problems :
Problem 1 : After making a nurbs plane and displacing it manually to create some hills, I wanted to make every snowflakes on the snow to reflect randomly (like stardust)... So the only thing I could come up with (my knowledge) was to use a bump map + specular map, hoping that the specularity would give the 'stardust' effect I was searching for. It didn't work as good as I expected, though the snow around the snowman looks like it was blown with a snowblower (which I'm happy with for the moment). The texture swimming on the hill to the right makes the snow looks dirty, but my real problem is that I couldn't get some part of the bump map (on region 1) to show grainy, even though I used the 'UV texture editor' to cover more region of the texture. I thought that the bump map was linked to the texture map (humm,... I have no texture file used as a shader, only a blinn, I think). And even if I gave a lot of space to those UV's, and desperatly cutting the plane in 3 separate parts (Nurb plane 1, 2 and 3), it made no real difference to Region 1. My first question is : aren't bump maps linked to UV's ?
Problem 2 : I wanted to create several light bulbs with different colors everywhere around the house and the stairs, though I got stuck trying to fix my first point light! I realized too late that Raytracing is not rendering 'light glow', and if I wanted to create chrismas light bulbs, I had to render my scene with Raytrace, and then with Maya software engine. All we can see on this picture is some specularity of red from my point light. My question is : what's the best way to create several small light bulbs without getting a very hard scene to render?
Problem 3 : Even though I used a production level of anti-aliasing, the cracks between each plank of wood for the house didn't return fine distinctive ligns. (minimum sample '0', max '2'). Is it me that's too picky about a 800X600 render?
The tree and the branches for the arms of the snowman are made from extruded nurb circles (I don't know how to use PaintEffects).
In general, the thing I'm totally happy with is the sleigh. Texture created in photoshop (cloud + blur + noise).
Happy new year everyone!