Questions on texturing in Photoshop.


#1

Hi guys! I’m fairly new to this and have only recently posted around here more (First time poster, long time lurker :stuck_out_tongue: ).
I’ve been jaw dropping amazed by alot of the work here and one of the things that has stumped me is the process of adding found textures to painted work. An example would be a drawn image such as a metal pipe or gun with a layer of rusty texture added on seamlessly. Is this done by adding a found image of rust and setting it to it’s own layer? Special filter process? Is it cloned in?
I can probably fake it (And I’m sure some artists here draw in some of this by hand), but some of the pieces I’ve seen have set found textures so seamlessly to their work, I just have to ask how it’s done. I hope the question is clear cause I’m very curious about this. Thanks in advance! :wavey:

Chris


#2

well im one of those that draw textures by hand but yes i do have a dirty trick to it and that is a good use of bevell and emboss filter


#3

A lot of it is in using layers, and the way youy apply the layers. Learn how applying laters in multiply, overlay, etc, and different opacity levels affect your object.


#4

Hey, hope i can help a bit.

For textures im using a lot of self-made brushes atm. You can customize your own brushes like the way you want to!
If you got any questions about making and customizing brushes just yell and i’ll make you a tutorial…as far and good as i can ^^ lool


#5

Sorry to say, there is no one way to apply real world textures to your maps. When I’m making textures that way, I will try all of the blend modes to see if they work. And then the textures may need to be alterred more to work with the blend mode chosen. (… and then their opacities too!) For example, if I use Multiply or Overlay, I may end up using Adjust Hue/Saturation to desaturate the pic and completely remove the color. But if it’s on, say, Normal blend mode at 20% Opacity, I may keep all the color in there. As with everything, your mileage may vary.

One thing I would recommend (to all!) is using the seldom-used High Pass filter to help make your real world textures more even and reuseable. Peter Hajba spoke about this at the Game Developers’ Conference a few years back and it completely changed how I work with textures. You can read his article on it on the Gamasutra site, specifically here.
The middle section is a little bit of a dense read, but overall really valuable!

Good luck…

-mike


#6

hmm got some questions on this topic too…

u guys got any good approach on how to paint something like a rusty surface? cause ive always wonder how people paint realistic textures all just by hand… do u normally just use a regular soft/hard brush and play around with layer effects and filters? i can never seem to simulate a real life feel to my textures in photoshop… always ends up looking too CG or just kinda of a constant color look and feel to it…

just any basic good approach on painting textures… want some basic steps to follow i got some texturing classes but they dont really give u any tips… its all kinda just go in and paint… so me feeling soooo lost…

anyways thanks for any suggestions…


#7

these links might be helpful:

http://www.secondreality.ch/tutorials/materials/wornmetal/wornmetal.html
http://div.dyndns.org/EK/tutorial/texture/

cheers


#8

I usually use, like many have already said here, custom brushes, lots of layers, layer modes (overlay, multiply etc) adjustment layers. Photos for structure and grunge, scratches etc. Filters I use a lot are noise, gaussian blur, motion blur.

I have a couple of tutorials over at the texture section of CGTalk. One includes one way of making custom brushes (face color map).

You find the links in my signature.


#9

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