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Tutorials on "MAKING" textures
show user profile  dre
Hey Folks,

Still in the process of learning how to map and such... However, I can't seem to find anything regarding the art of creating a texture in photoshop...

I mean I know how to set up UVs and set that up in photoshop to overlay on top, but I'm interested in the actual creation techniques.

I'm sure there are other folks around here with the same urge to make their own textures (from photos or scratch)

thanks

--
Dré --
Dré


________________________________________________________
The internet is the cheapest way to learn, not the best ;)

read 587 times
5/24/2006 7:13:15 PM (last edit: 5/24/2006 7:13:15 PM)
show user profile  Nanne
How to make nice metal textures;http://st.burst.cc/tutorials.htm

and an other good site would be, www.google.com ;) as allways :P

Good luck with those textures, mate!

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 578 times
5/24/2006 7:34:18 PM (last edit: 5/24/2006 7:34:18 PM)
show user profile  jStins
Here's one on painting a fantasy head texture. Came across this one while I was GISing for head UVW layouts.
http://www.3dm3.com/tutorials/lightwave/orc/

It's for lightwave, but the process for painting the texture (starting ont the second page) can be applied in any 3D app.

-Joel


joelstinson.com

read 568 times
5/24/2006 8:27:05 PM (last edit: 5/24/2006 8:27:05 PM)
show user profile  dre
Thanks guys, Found some great stuff using your help.

if anyone else has a good one, please let me/us know. I'd appreciate any and all pointers to good websites

--
Dré


________________________________________________________
The internet is the cheapest way to learn, not the best ;)

read 555 times
5/24/2006 10:43:37 PM (last edit: 5/24/2006 10:43:37 PM)
show user profile  HANZZ
I have to say, if you or anyone you know has Quake 3 Arena, get it on your computer, and get winzip, which will allow you to open the .pak files. Look at and study the textures there. Mind you, the lighting and shadow is painted into the textures by hand, which is fading out in more modern games with the advent of normal mapping, etc. Look at the work there, the form, the suggestion of shape with light/shadow, the details, etc. It's an amazing place to start, and you quietly have the works of a major veteran of the gaming industry as a private teacher as such. If you want to aspire to movie quality work, then get images of movie characters/creatures/vehicles, and try to recreate them. That aside, you will simply need to know photoshop functions to get your maps made. Looking at the Quake 3 Arena textures takes you being able to break down a texture into what might have produced a particular part or look or detail. That is something that knowing photoshop tools themselves cannot really teach. It's reverse engineering, and it's how I came to my present state of texturing ability.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 551 times
5/24/2006 10:56:57 PM (last edit: 5/24/2006 10:56:57 PM)
show user profile  HANZZ
Further, when I create a texture, I generally have an idea of what I want the thing to look like beforehand, while I'm modeling it. If you don't have concept art or a picture in your head, you will have to find something that you want it to approximate.

I start with laying out areas that will be one color, defining other areas to be another color, and small bits here and there typically that will be another color. If hand-shading is needed, I start darkening and dodging (photoshop tools, press O, and shift+O to cycle through the 3 modes) and I'm careful about darkening/dodging in the midtones. Highlights should be used as final shiny bits.
After laying out the general dark areas/bright areas, I then start adding general details. Grunge and scratches, final details, little fixes here and there if needed, and that's it.

Here's a shot of a cutesie robot character I made for 'BoomerLabs', aka Mathew Kaustinen here at maxforums, for a plugin he's tinkering with. It's a simple texture, but decent quality. It's a fully articulated character, but not heavy. It has 1400 frames of animation along with it, and was rendered in Light Tracer for one image here, and for several of the animation cycles.


 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 548 times
5/24/2006 11:01:27 PM (last edit: 5/24/2006 11:07:21 PM)
show user profile  jStins
sheesh hanzz, why is it you're always posting your work in other peoples threads? This guy definately diserves a home of his own here on maxforums. I like it!

I start with laying out areas that will be one color

One nice touch I see in alot of quality textures is a slight variation in hue within areas that would generally be regarded as one color. Mostly with organic subjects though I guess. You see this alot in Ancient Pigs stuff.

-Joel


joelstinson.com

read 512 times
5/25/2006 4:45:18 AM (last edit: 5/25/2006 4:45:18 AM)
show user profile  HANZZ
Why did I post my work here? Because it's a relevant visual. It helps to have something to refer to visually when reading what someone says they do, and how they do it. Therefore, I posted my image.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 474 times
5/26/2006 12:47:44 AM (last edit: 5/26/2006 12:47:44 AM)
show user profile  jStins
What I meant was that you should make a thread for this new character, but I agree it's relevant here as well.

-Joel


joelstinson.com

read 468 times
5/26/2006 1:28:35 AM (last edit: 5/26/2006 1:28:35 AM)
show user profile  Bobbyboy
Hanzz, you give some very good advice =)
and Nann, that site is bloody awesome, cheers mate!

oh and hanzz, i think jStins was complementing you, saying that your work deserves its own thread! no need to be defensicve


http://img.photobucket.com/albums/v322/bob9909/xmassig.jpg


read 464 times
5/26/2006 1:36:10 AM (last edit: 5/26/2006 1:36:10 AM)
show user profile  HANZZ
Nah, I wasn't being defensive. If I were being defensive, I'd have not been so laid back in my response.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 443 times
5/26/2006 4:44:35 AM (last edit: 5/26/2006 4:44:35 AM)
show user profile  feralghost74
bobby your just going to have to trust him on that
he is much more animated when agrivated
another great book with step by step instructions on making maps is the komodo studios book
the making of freaky frank
go to amazon
it shouldn't be to hard to find
but it goes through the techniques start to finish
for bump, color, spec opacity maps, etc
one of the best books i ever bought
and it would be different if hanzz's stuff sucks
but he is a talented artist
my two cents
"My heart and my soul are not for sale at any price, but you can have my rage and venom for free."

read 415 times
5/26/2006 10:57:07 AM (last edit: 5/26/2006 10:57:07 AM)
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