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Tutorial - Texture Creation From Reference

  • Method
  • June 2, 2007 at 7:58 AM
  • Defrag
    • June 4, 2007 at 4:01 PM
    • #41

    Looks good, but that "V" shaped bit in the upper middle of the texture will repeat like a bitch.

  • Method
    • June 5, 2007 at 9:07 PM
    • #42

    Good luck at the new company, Z.

    -Method

  • jaboo224
    • June 6, 2007 at 8:44 AM
    • #43

    good work on the tutorial, i did it for shits and giggles :}

    [Blocked Image: http://img76.imageshack.us/img76/62/untitled2ks3.jpg]

  • Remonttimies
    • June 6, 2007 at 2:00 PM
    • #44

    Nice tutorial. This is my attemp at creating a wood wall with GIMP:

    [Blocked Image: http://koti.mbnet.fi/ande_91/Kuvat/rm_woodwall02.jpg]

  • Method
    • June 6, 2007 at 2:37 PM
    • #45

    Nice work guys. Glad I could help a bit.

    -Method

  • Sentura
    • June 6, 2007 at 10:31 PM
    • #46

    basically i followed some pointers in this thread and made some textures (first textures, like, ever (SORRY FOR THE SIZE)):

    [Blocked Image: http://pics.sentura.net/wall4.png]

    [Blocked Image: http://pics.sentura.net/wall3.png]

    [Blocked Image: http://pics.sentura.net/wall2.png]

    [Blocked Image: http://pics.sentura.net/wall.png]

    a bit of experimenting but i kinda liked the first and the last one

  • Defrag
    • June 7, 2007 at 12:14 AM
    • #47

    When using photo sources, if the image is really high res, make sure you scale down the source image instead of just cropping at full resolution. Failure to do this generally results in a really blurry texture. Also, those textures are 1024 x 1023!

  • Sentura
    • June 7, 2007 at 1:56 PM
    • #48

    i am using paint shop pro and not photoshop. i will of course scale down the textures before using them in game (512x512). basically i was asking for critique on the actual textures rather than on how to implement them :S

  • Defrag
    • June 7, 2007 at 2:34 PM
    • #49
    Quote

    basically i was asking for critique on the actual textures rather than on how to implement them :S

    The two things go hand in hand. If you do something that gives the texture an undesirable look, then you ought to correct the way you make it. At 1024^2 the texture is very blurry and doesn't have much high frequency detail. Authoring at double the resolution and sizing down is OK sometimes, but if the high resolution texture itself is unusable due to quality issues, then it's a waste of time and you could get better & faster results making a 512^2 texture.

  • Sentura
    • June 7, 2007 at 5:02 PM
    • #50

    yeah but look, again, scaling it down will help. i just wanted to try it out not get smacked in the face with the procedure, and rather have some comments on how it looks. if i find something in the procedure not working/not looking very well, ill change the process. so please, stick to how it looks. thanks.

  • Defrag
    • June 7, 2007 at 5:29 PM
    • #51

    The procedure determines how it looks. I'm not trying to 'smack you in the face' with the procedure; I'm merely offering a few tips on the workflow to improve the end result.

    As for the texture itself: The last one looks good for a first attempt, but the black markings are going to repeat badly. If you add detail (like blotches, smears, stains etc.) then you have to do it in a fairly even manner, else it will look bad when tiling (even if seamless).

  • Sentura
    • June 7, 2007 at 5:34 PM
    • #52

    the last one is scaled down 50% as well. basically what you said i've done about the first, i tried to find something that doesnt look like it would look shit if repeated, and doesnt catch the eye as much.

  • spacer
    • June 7, 2007 at 10:54 PM
    • #53

    I know what Defrag's on about, detail gets lost when you resize it down, so you can only really judge it on the final texture. (Also, I resized the first texture down and resharpened it, and it doesn't tile very well, there's a big dark patch on the middle right of the texture that'd be noticeable)

    If you're on about just the overall look of the thing, it's quite good, but the red stripes in the middle look like they've been put on with spray paint, but are straight lines which wouldn't really be feasable if it actually was spray paint. Either make them more defined or have them wiggle slightly.

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