Interlopers Wip Texture Thread!

Modelling, Textures, Animating and other general engine asset topics.

Re: Interlopers Wip Texture Thread!

Postby nub on Tue Aug 10, 2010 8:05 am

source-maps wrote:hey nub how did you make it seamless,
I saw this video tut a while back how you can easily make stuff like rocks seamless by making a copy of the layer
offsetting the first layer and add a mask to the second layer

that way you can easily paint the seams out of the texture

I've never used that way actually, but I'll probably be learning to soon. What I did was take the original picture and crop it in to a 2048x2048 square, while trying to maintain the most equal lighting/color balance possible. After that I offset it by 1024x1024 so the seams would cross right in the middle. After that I proceeded to use the spot healing brush to close up most of the seams. This looks like shit 99% of the time so you have to do a lot of extra work to make it "truly seamless." Anyway, I then bring in my lasso/patch tool combo. I select the lasso tool and set the feathering to 10-15 pixels then select random blob shapes of areas of the texture that contain seams and then drag that selection using the Patch tool over areas that are similar in color and light. I retry if the patch looks ugly.

Anyway, I can't feather with the Patch selection tool, so that's why I use the Lasso tool to select and the Patch tool to drag the selection and such. It's not a really efficient manner of going about making seamless textures, but that's what I figured out to do myself. I've made several textures this way. But stick with your process, it's much easier and efficient, while achieving a good look. I think my version just has more "control" of how the texture looks. Of course, if I'm not careful, I can completely botch the texture, so I have to safe often.


coder0xff wrote:I wonder if the CS5 content aware fill technology could be used to make seamless texture automatically. I'm willing to bet that it could.

I use Photoshop CS5 Portable to make seamless textures, so I can make use of Content Aware. It helps a lot but it's definitely not flawless. Then again I'm using the portable version that came out before the official CS5 release, so it might not be a "complete" feature.


The Hollow Night wrote:nub that is a fucking awesome texture, can i use it plox?

I'll release it along with the others when they're all ready for Source. The one I posted is a slightly lower-quality JPG for the sake of bandwidth. I was gonna post a PNG but it was like 8 freakin megabytes.
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Re: Interlopers Wip Texture Thread!

Postby whiffen on Tue Aug 10, 2010 9:02 am

coder0xff wrote:I wonder if the CS5 content aware fill technology could be used to make seamless texture automatically. I'm willing to bet that it could.


You defiantly could but offsetting usually produces better results.

Its great for filling in uneven gradients and removing trash or small touch ups but once you start to using it on larger areas like the seams its generally not as sharp as offsetting and you get lots of artifacts. Plants look more like green streaks instead of leaves and the edges can be distorted.
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Re: Interlopers Wip Texture Thread!

Postby Hollow on Tue Aug 10, 2010 10:58 am

Nub, I made a normal for that texture, and gotta say it looks fantastic in game.
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Re: Interlopers Wip Texture Thread!

Postby Groxkiller585 on Thu Aug 12, 2010 4:29 pm

The Hollow Night wrote:Nub, I made a normal for that texture, and gotta say it looks fantastic in game.
Image



That has to be a displacement, if not that's one great normal map! Looks great.
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Re: Interlopers Wip Texture Thread!

Postby source-maps on Thu Aug 12, 2010 5:05 pm

Groxkiller585 wrote:
The Hollow Night wrote:Nub, I made a normal for that texture, and gotta say it looks fantastic in game.



That has to be a displacement, if not that's one great normal map! Looks great.


probably both ;)
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Re: Interlopers Wip Texture Thread!

Postby poisonic on Sun Aug 15, 2010 1:30 pm

Image worn off metal :P its a texture for a model
Image
this was with the old texture
i used a photograph for the colours of a rusty workbench...
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Re: Interlopers Wip Texture Thread!

Postby source-maps on Sun Aug 15, 2010 2:20 pm

should let the blue line illuminate :)
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Re: Interlopers Wip Texture Thread!

Postby Smurftyours on Mon Aug 16, 2010 4:20 am

He needs a SI map and it will look a lot better.
jangalomph wrote:Wise words from a wise man. ^
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Re: Interlopers Wip Texture Thread!

Postby marks on Tue Aug 31, 2010 3:09 pm

Groxkiller585 wrote:
The Hollow Night wrote:Nub, I made a normal for that texture, and gotta say it looks fantastic in game.
Image



That has to be a displacement, if not that's one great normal map! Looks great.


Would you mind posting the normalmap and how you made it? That's looking quite badass.
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Re: Interlopers Wip Texture Thread!

Postby nub on Tue Oct 26, 2010 6:51 pm

Hollow wrote:Nub, I made a normal for that texture, and gotta say it looks fantastic in game.
Image


I made one too but I don't think mine looks nearly that good. Post it up and show us man.
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Re: Interlopers Wip Texture Thread!

Postby Groxkiller585 on Sun Nov 14, 2010 6:31 pm

Portal has appalingly few BTS metal floor textures: 1. So I decided to make another one, and probably more.

here's the texture. it is 1024 X 1024 because I will probably be usiing it in large-scale floors so it's this size to counteract repetetivness.

Image

Here's how it looks in-game, with normals:

Image
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Re: Interlopers Wip Texture Thread!

Postby source-maps on Sun Nov 14, 2010 6:35 pm

without a specular map, you won't really notice the normalmap that much
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Re: Interlopers Wip Texture Thread!

Postby Dr. Delta on Sun Nov 14, 2010 6:45 pm

Groxkiller585 wrote:Here's how it looks in-game, with normals:

Image



The texture kinda looks low res :\ imo
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Re: Interlopers Wip Texture Thread!

Postby Groxkiller585 on Sun Nov 14, 2010 6:47 pm

source-maps wrote:without a specular map, you won't really notice the normalmap that much


Yh I know, I made the normal's alpha the spec map now but it's proving difficult to make the reflections look realistic. Is there a way to make it so only really bright things reflect?

@Delta: Trust me, it looked alot worse before I touched it up.
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Re: Interlopers Wip Texture Thread!

Postby Chopium on Sun Nov 14, 2010 7:19 pm

"$envmapcontrast" "1"
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