What kind of equipment is important/recommended for photographing textures?
Tripod, lens, external flash?
Thanks for replies!
It is currently Fri May 31, 2024 5:41 am














whiffen wrote:Equipment comes in handy but a lot of what goes into making a good texture is how you photograph it.
The main two things you should have are a tall tripod and a camera with a wide focal length.
Like the other posters have suggested you don't want anything with shadows or uneven lighting. A good flash can overcome this but you need to diffuse the light or it will look unnaturally lit.
You want to have the camera facing perpendicular to the surface, and have a large area covered. If you take a close up shot of a wooden board you will see a lot of detail in its texture. However while this is good for models and high end renders they are often less useful, because this detail takes up a smaller portion of a whole wooden board. Unless you stitch a huge amount of these together, but that would make a textures who's resolution is not useful in realtime applications. Having one detailed close up shot to work with you will find yourself having to tile it multiple times over to occupy the whole board, and the tilting of the same detailed pattern doesn't look natural.
Eliminate irregularity's from the scene to produce better starting material when making the textures, less post processing work later.
Take reference photos of the scene you are photographing to make the textures, this way you can recall how the texture pictures you've just taken relate to the real world.
Take multiple photos of the same texture in different positions, for a wider sample of stock photos to make your textures from.
If you are taking pictures of natural environments take note of the blending between two specific textures, and it might come in handy to bring along a solid colour of sheet, not the same colour of the subject so you can more easily cut out details. This works great for foliage, grab a sample of grasses and plants growing and lay them on the sheet. These can be cut out later and then used to make 2D sprites that spawn on your displacements.
Be consistent in your texture scale, and try to keep the aperture at a higher value. (more depth in focus) 5.6 and up so you don't have inconsistent depth across the picture, as you aren't likely to be perfectly perpendicular to the subject at all times. Don't go to high though, more depth does not mean more sharpness. Most lenses are sharpest near the mid range, and if you are hand holding the camera this often means a longer shutter time, and any movement while exposing will blur the detail.





whiffen wrote:Sure, I was originally going to add pictures or work I've done but I became lazy. I almost didn't bother posting
I'll see what I can do when I'm home from work


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