View Full Version : Never did any texture before...
roundRoot 11-09-2007, 01:45 AM I have zero experience in PS, here what I'm trying to do. I'm starting to learn how to paint or draw textures for mapping purposes, for a start I decided to pick up a random stone wall texture.
First I resampled and cropped it to 1024 x 1024, then I started adding layers and drawing outlines on it. I aimming at a between Worms 3D and World of Warcraft style. After drawing the outlines I started filling the stones with some colors. In that step I went this way, by taking advantage of magnetic lasso tool I selected some areas basead on the stones outlines, then I filled it with the most standing out color in that area.
For the next step I have no clue, I was thinking on painting some spots of different colors here and there, then using some distort to give some "depth" to the shapes and some blur / edge filters to give some smoothness to color transitions.
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Hey roundRoot, why dont you post up what you've done so far?
Everyone here has different methods of drawing textures, the worms3d stuff was done using tons of layers usually building up dark over a base colour first then adding highlights later on. Also a lot of the time the texture artists would draw a pencil sketch of the texture before they even starting colouring it. On Worms Forts one of the guys would pretty much paint the whole texture on one layer, that's a bit more advanced though, you really need to know where you are going with that!
roundRoot
11-10-2007, 03:02 PM
http://i37.photobucket.com/albums/e78/3dshots/stone_wallcopy-2.png
Beach07
11-13-2007, 06:25 AM
Hi there. I don't have much texturing experience either. I do the simple texturing in Zbrush, but I've always wanted to learn how to make nice textures also. Anyway, I do have some photoshop experience. And I can tell you that if you use a grain filter correctly, it should give it a more rock-like texture. Hope that helps.
roundRoot
11-13-2007, 08:41 PM
I took a sample from 3d total and spent some minutes observing it. There is a base background color, the rock outlines, a basic color for all the rocks, some smudged colors, highlights and shadows, and lastly a "grainess mask" which adds cracks, dirty and scratches. Seems to be a job for 7-8 layers.
If I'm right I'm in layer 1-2, need many more to go.
Wiruz
11-13-2007, 09:23 PM
okey well ive been working with photoshop for a while and i think u shuld find every tutorial you can find on that topic and there are tons of tutorials out there!It doent have to be a gametexturing tutorial.Learn the basic on how to use filters and how they work becuse Noise,Blur,grain,diffuse,and meny other filers is what i use alot
Take this site for an example http://fxzone.eyeball-design.com/frames02.htm
Here you have lots of information even if you didnt know that,Its for webdesign interfaces but here you find out how to create beliveble cracks,shadows and even stones (pretty close)
Also if you made every stone individually u can make use of layerstyles which is very powerful but that works best if you have each stone on its own layer with transparent background
roundRoot
11-14-2007, 02:33 AM
Just discovered the power of adjustment layers. I'm trying to paint it with a mouse by using lighten / darken / sature / desaurate brushes, trying to add some random darker / ligther smudges following the "randomness" of the source photo. Maybe a fine grain or some sharpen to prevent a "blury" look.
I have a doubt though, don't know if I should leave highlights and shadows for specular / normal maps.
Wiruz
11-14-2007, 02:58 PM
well u dont happen to have games like Halflife 2,Crysis,GOW. something thats pretty new and ships with an gameeditor?Becuse then you see exactly have they made their texture work
Painting shadows/highligt is something thats pretty old i think,The new gameengines have lightmaps,Normalmaps,specmaps and so on so the only thing i have made is the texture plain and simple and i let the engine do the rest
Ill maybe render a lightmap but the new unrealengine do that in the editor i belive so its petty much automatic nowdays
roundRoot
11-15-2007, 03:21 AM
There are some quake engine ports out there that support normal maps and offset maps, but since MX440 doesn't support pixel shaders I can't make displacement maps. I once tried D3 but it ran so poorly that I didn't even tried to map for it.
I'm giving up mapping and starting texturing for now.
Collected some more resources about layers, levels, channels and everything about histograms. Also found a complete guide on high frequency / low frequency filtering. All those are mostly focused on photo editing but since all colouring / texturing tutorials that I've found need knowlodge about those tools at some extend, I saved them.
roundRoot
11-23-2007, 09:27 AM
http://i37.photobucket.com/albums/e78/3dshots/stone.jpg
A combination of smudge, gaussian blur, high pass + overlay blend.
I'm not happy with that result. I'll try a different approach, gaussian is doing more damage than reducing the color pallete itself, I think it's because there is so much fine grain in that stone.
To reduce the color pallete I'll try vector drawing, then go back to PS to try some more smudge again.
Marcel
11-23-2007, 10:04 AM
It looks like you are working too big which makes you lose track of the overall picture.
Make your texture 1000x1000 pixels in size zoom out so you can see the whole texture on screen at once. Then start smudging your texture (in a new layer :) ).
Like you said the Guassian blur is not helping a lot. You can blur a little (2px) to get rid of the grain but blurring more will destroy your image.
roundRoot
11-23-2007, 03:43 PM
I cutted out one stone to work with because my PC is damn slow. Btw, that screenshot isn't zoomed in, I took it at 102% zoom and cropped it.
Since you mentioned size, I've just had the idea of resampling it down, that should reduce the color pallete and smooth better than just bluring it.
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