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TeXture Discussion


Not one single reaction?

Of course, the Median filter isn't the one to use: it is the Highpass filter.

Right. Here's the example:
 
beaten to the explaination :(|

I've only just come in from work and was just about to write some more....
 
I'm truly sorry. ;\ [saywhat]

I didn't feel how you built up the tension to come with the final clue (the butler diddit), and I bluntly betrayed the solution...

It was not my intention to spoil the fun...
anyways: just think that I spared a bit of your time.

friends?
[confused]
 
I think you did a better job anyway, I tend to babble [excited]

(I was pressed for time and had to get back to work, I was on my lunchbreak.)

I have three main ways of generating a base texture to work from, all initially start with a 'clouds' and then a couple of other filters from there...

Picking the right forground and background can make or break it, no hints, just trial and error to get the feel you want.

For example if I want a neutral grey base, I go for clouds on a 30-40% grey over 70-80% grey, keeping the contrast low-ish between the two starting points reduces the need for Highpass zapping to get rid of the problem illustrated earlier, and fixed by Erik
 
Ok, as promised, a couple of my methods for creating the base to work ontop of:

Starting with a clouds usually on a 35% / 75% grey foreground/background so that the contrast doesn't start off too high.

Repeat filter with Ctrl+F until I get something that looks quite bland without any obvious patches.

I tend to follow this with a litte gaussian noise at ~3% just to dirty it up a bit:

cloudsnoisebase.jpg


Now from here I set up the filter>other>offset to be half my texture height and width (or just the width if I'm making a wall) and use it as a tool to check as I go on with the rest to clean up any mismatch created by subsequent filter use.

I think it's much easier to clean up any mismatch now that there's the Healing Brush & Patch Tool, I only have PS5 so end up messing with a rubber stamp :\

Anyway: filter>brush strokes>spatter at default settings gets me this
defaultspatter.jpg


turn the settings up to max:
spatteredbase.jpg


Alternatively, a filter>texture>texturizer using Sandstone and dropping the relief down to about 2 and playing with the light direction to suit:
lighttextured.jpg


If I need something rougher, up the relief and or scale:
texturedmaxscale.jpg

use a bit of caution with this becasue the texturizing can leave the odd highlight that is a bit too distinct.
 
Some are inappropriate, but you'll soon find them for yourself.

Other filters are useful for creating onverlay effects, so I was thinking of picking one of the examples above and working it through as a quick example. I may add that those examples are very quick rough'n'ready just to illustrate.
 
It's also sometimes useful to have a play with levels after using the highpass filter to restore a bit of the contrast, then carry on.

Something else I've just remembered - putting a little sharpen and blur on the image with a soft brush at low pressure helps. This doesn't change the saturation on brightenss of the base but does add a little more interest. I've not had experience with the new brush engine in PS7 yet, but I tend to use 'grunge' style brushes for this to add even more variation, otherwise you just get round blobs of increased sharpness.

This is one article I've managed to re-find, I think it is in the lisrt on Jaquays.com as well: http://www.3dgate.com/techniques/2001/010625/0625hajba.html

Higpass and another link from within the article.
 
:righton: Excellent discussion and exchange going on here!

ToXin, Erik, Stroker et al :}
 
Excellant link.
I'll be passing that one around.
 
Here, as promised, is the start of a texture I said I'd work up:
It's only 256 square in consideration of the forum load time for other people, I know lots of huge images would cripple my old modem.

walltexture.jpg
I took the base made using the spatter filter & the texturizer layer,
turned down the opacity of the texturized one and flattened them into a 'wall'.

Stripes are a new layer with a selection filled with a Pattern created as discussed earlier. A layer mask then gives the 'damage & worn' appearance (clouds with a couple of curves tweaks using a custom grunge brush). The stripes looked like a separate image plonked on top of the main wall, so I duplicated it, turned this duplicate to Multiply and reduced the opacity of both stripes & duplicate to about 50%, mix to taste...
 
Welcome Chester!

ToXin's being basic because this is a basic how to thread. ;)

As people participate and post their work it'll get more advanced.
 
Those are some nice pieces, I remember seeing them sometime before now. I thought we were discussing some techniques, not having a 'how to make' - after all, ther are some pretty good texture making tutorials around.

Interface design tutorials also provide some good description of techniques, the corroded edges and cracks at http://www.eyeball-design.com/fxzone/frames01.htm for example. I also like the way Ryan's rivets and wires/pipes are made.
 
oh I see ToXin... so you don't know how to do it... no problem man

I guess we were all beginners and your basic stuff can be helpful for people like that
 
I added a couple of details to illustrate another thing I thought about:

walltexture2.jpg


Too give the wall some 'depth', I thought about making a recess in it - this can be done dozens of ways, but I did it using two curves adjustment layers.

Could be done with just a simple overlay, screen of lighten/darken etc. all of which would allow the underlying texture to show through for continuity up the wall.

The reasons I decided to use curves - infinite adjustability, at the moment the two curves layers are only set to RGB, basically 'ghosting' the image without changing anything else. However, if I later decide to play with the colour or want more tweakability, a simple editing of the curve or even a single channel curve can give a very wide variety of results. ( I made a simple horizontal selection to apply the curve in a band.)
 
Chester, if I may quote from the intro to that link of yours...

These textures were made out of painting over paper ( with gouache ) and computer retouch. -David Guerrea

If you have something you'd like to ask about, go ahead, all we're doing is talking around Alistair's original question. There are a lot of textures on David's site, so to discuss how to make them all could take a while [confused]
 
Pretty good beginning ToXin. :)

Do you know if this kind of work can be imported in the Sims for OSX? It's my wife's favorite computer game and I would love to do some stuff for her.

Regards.

:D
[/b]
 
I've never seen the sims, so wouldn't know but a quick search found some user create textures so I presume it's pretty easy to create your own game content :righton:
 

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