Welcome.
About week ago I started to study about game development. Today I'm trying to learn about creating new textures in order to be able to have "skin" for my future models.
I'm was trying to find any good guide for drawing new textures, but I was only able to find some theoretical books what are not so useful for me right now.
I'm don't know anything about drawing, but I'm ready to learn everything in order to start.
So here is my question. Can someone recomend me what should I do in order to be able to make not bad textures? Like I said ealier, I wasn't able to find anything good.
Oh. And I'm don't looking for way to "be a master in 1 day". I'm know that to in order to be "good" I need experience. I'm just want to be able to create textures for small games in order to make better games while I'm will get better and better at game development.
And I'm planing to use Unity3D engine. If it is bad choice please inform me.
And if I made some misspells in English, when I'm sorry for that. I'm still studying it, but I'm not that bad (I'm thing so).
Making a new texture - help in general
Are these textures for characters or environments (tiling)? What style are you going for? What painting software do you plan to use?
Here's a good character texturing tut:
http://www.michaelda...repainting.html
Here's a good character texturing tut:
http://www.michaelda...repainting.html
Are these textures for characters or environments (tiling)?
Both, but for now I more into environment.
What style are you going for?
For now I'm going for quite realistic style.
What painting software do you plan to use?
Photoshop. But I heard that Photoshop is not that good for texturing so maybe I will switch to Maya.
Here's a good character texturing tut:
http://www.michaelda...repainting.html
Thank you for this tut. I sure that it will be useful .
Sure, Maya has a few texturing tools, but it isn't the right software for texture creation. Zbrush, 3D Coat and similar are very useful for character creation and organic environmental work. For simple environmental walls and the like, Photoshop is ideal - and all you'll need.
To create a tiling wall texture, make a new file in Photoshop. Usually the file will be at a multiple of 128x128, depending on desired resolution. 1024x1024 is pretty standard for character skins. These magic numbers are used because they get processed more efficiently ... but they're not that important, especially for small projects.
Since you're going for realism, drop a reference image into your file and resize/position as desired. If your file is 512x512 select Filter > Other > Offset and enter 256, 256 (half the dimensions of your file). That will offset your image so that the seams are in the centre. Use the Clone Stamp tool to get rid of the seams. Repeat until seams are gone.
Next, go to Maya, make a massive floor plane and assign it your texture (make sure the UVs are tiling at 100% and not stretched). You're looking for obvious patterns that make your texture seem repeated. Once you've identified these areas go back to Photoshop and remove them. There are many ways to do this; Clone Stamp is a simple and effective solution.
That's the gist of making a tiling realistic texture. If you feel this method doesn't have enough manual input then look up Photoshop painting tutorials and create your own source image -- but don't neglect to use references.
To create a tiling wall texture, make a new file in Photoshop. Usually the file will be at a multiple of 128x128, depending on desired resolution. 1024x1024 is pretty standard for character skins. These magic numbers are used because they get processed more efficiently ... but they're not that important, especially for small projects.
Since you're going for realism, drop a reference image into your file and resize/position as desired. If your file is 512x512 select Filter > Other > Offset and enter 256, 256 (half the dimensions of your file). That will offset your image so that the seams are in the centre. Use the Clone Stamp tool to get rid of the seams. Repeat until seams are gone.
Next, go to Maya, make a massive floor plane and assign it your texture (make sure the UVs are tiling at 100% and not stretched). You're looking for obvious patterns that make your texture seem repeated. Once you've identified these areas go back to Photoshop and remove them. There are many ways to do this; Clone Stamp is a simple and effective solution.
That's the gist of making a tiling realistic texture. If you feel this method doesn't have enough manual input then look up Photoshop painting tutorials and create your own source image -- but don't neglect to use references.
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