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TeXture Discussion


Hey all, good thread here. I'm not much for games however I started rerading this thread and got caught up in the texture info.
And once I made a texture for a wall - well I had to do something with it :bustagut:
 
Games, interfaces, whatever you do with them - fun picture :D


Actually, your picture got me thinking (again) Rick - pipes and brackets.... like your screw heads btw. :righton:
 
It all depends on how big your pipes etc. are Alistiar - samll ones running along the walls are usually better as part of the texture since extra 'world' detail increases the load on the game engine significantly.

I found this earlier , and although I didn't read it before I did pipes in the past, it pretty much describes how I made the one in my image...

http://www.thinkdan.com/ in the texture section of the tutorials.


splashpipe.jpg
 
The pipe 'brackets' I just winged as I went, I think I had a slight gradient overlay from left to right to make them appear rounded and a bit more substancial.

Last couple of things I can think of for now:
The image is part of a larger one that was created for a GUI, the engine made it appear slightly lighter than it does...

detailskeleton.jpg


Two things I wanted to illustrate - the cracks in the wall and getting shadows to make any detail look believable.
 
ToXin said:
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.

whoops that page sneaked pass me [innocent] Thanks this is a VERY good techniq.
 
Hi,

this thread inspired me to experiment a bit with construction stripes and rusty textures. Here's my pic. How do you find it?
 
Awesome contributions here ToXin! :}

I may not know anything at all about this topic, but I do appreciate the time and effort it takes to impart one's experience and knowledge! :righton:

Rick and Hanarky... I'm impressed! :} Your motivation, enthusiasm and resulting contributions are a real pleasure to behold! [excited]
 
thank you Wbiss :)

Actually my biggest encouragement is seeing myself making progress, slowly but steady. And of course the comments here, be it good ones or constructive critics.

Hanarky
 
It's a good start, Hanarky. :righton:

Some of the diamonds appear to be under the verdigris rather than part of it. If you are using a blending mode other than normal for that layer try setting it to soft light and placing it above the corrosion as an experiment.
 
Nice effort Hanarky, although I notice a couple of things that you may find helpful comments on -

The stripes around the edges and the underlying 'roughness' are excellent, but they don't match up - the 'roughness' looks a little odd between the sides and the top/bottom. Perhaps making a whole layer the same and then cutting a hole in it would be a simpe improvement. ;)

The other thing is the centre 'checker-plate' - creating the rust effect by fading in a layer also fades your diamond pattern! How about using a layer mask on the rust and put it over the steel plate effect? :righton:

Now you've got me thinking about something else....

I did this a while ago while playing with the possibility of bump-mapping:

floorbumptest256.jpg
 
The 'checker plate' effect is a greyscale heightmap that would then be rendered as a bump-map by the engine.

To create it I think I made a custom brush then played with the spacing to make a 'row' . Copied that layer and reversed it, then nudged it to half the width of a column, then made a custom pattern out of one 'cell' (the simplest, smallest square that would give a continuous cover when used as a pattern fill)

I think things have moved on now, I believe you can now 'paint with pattern' in PS7 [excited]

The power of custom brushes is fantastic as well for creating textures...
 
Thanks, Toxin, that's a GREAT link!
It took a bit of roaming through the Unreal Tutorials to find it, which is a good thing, in that by looking at them, I found all kinds of goodies in addition to the texturing tutorial...It's always a blast to find new sites with kewl tuts! :D :}
 
Another one for those details, incidentally it also saves me from describing how I did my chain - another one that I'd thought of for myself that I later see described!

http://www.thewebmachine.com/ - photoshop section

nots, bolts, metal, rust etc.
I particularly like the 'Carbon navbar' effect [excited]
 
thank you Moth and Toxin for your comments, they are something I can continue to work with :)
As for your proposal Moth, so I tried that out quickly and you are right, they look better, though now I have to make the rust a bit more accentuated. More of it later.

Toxin, your comments are very good too to see my mistakes, but I don't understand this one sentence:

"The stripes around the edges and the underlying 'roughness' are excellent, but they don't match up - the 'roughness' looks a little odd between the sides and the top/bottom. Perhaps making a whole layer the same and then cutting a hole in it would be a simpe improvement. "

If you don't mind, could you explain again, please. Do you refer to only the construction stripes or the whole pic. Initially the stripes were not made for this pic, I only made a frame for the metallplate out of them (actually it's 4 times the same) to post here. Below is a pic of the original stripe, maybe without all this other stuff I can better follow, what looks odd.
I had only a pic for pure making of the stripes without texturing them, so I started to play around. And therefore I take it as a compliment what you said about my texturizing tryings :D

Please be patient with me and for the lot of questions I have. But I really want to learn it. Once the thing with the stripes is clear to me, I will try to make it better, and the bumps and the rust and....lol

On another note, I am a big Quake fan, but mostly Q2 and I haven't seen any other game yet, that fascinated me so much in its old dark industrial atmosphere, created mostly from those textures. Hehe, so I eagerly followed this thread, though many things are still to difficult for me to understand.
Woops, long post, better I stop now.

Hanarky
 
ToXin said:
Another one for those details, incidentally it also saves me from describing how I did my chain - another one that I'd thought of for myself that I later see described!

http://www.thewebmachine.com/ - photoshop section

nots, bolts, metal, rust etc.
I particularly like the 'Carbon navbar' effect [excited]
Why haven't i ever seen or heard of this site before!? [stuned] thanks very much toxin, the site is usfull... a lot of very nice tips and tutes. [excited]
 
Alistair, if I find a site that seems to be interesting and professional, I tend to follow the links if any are posted - people seem to link to other highly thought of sites in the same or similar field of interest! ;)
 
I have tried now to implement all hints.
The lowest layer is the metall plate, followed by the diamond-shape layer, both at normal blending.
Above that 3 layers, each with a layermask and there I painted with different brushes different colors of brown resp. green and with different opacities randomnly on each layer. Then I applied a bit bevel and emboss, since I like it, when the rust seems to make little holes in the metall instead of only lying on it.
Then I painted with different sized brushes and fuzzy edges and different shades of grey on the layermask to hide or reveal the rust more or less. Finally I played a bit with levels and set blending mode to soft light.
So, now I don't know, if this is professional, but in any course it looks much better than my previous pic, least I think so.
What do you think?

And sorry, that I turned this thread in something, that has nothing to do with Q3 ;\

Hanarky
 

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