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Request for Koztah(making textures)

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Request for Koztah(making textures) 
By reznek on Dec 30, 2001 07:41 AM
Koztah I see u've answered most of the texturing posts, can u give us a link to where we can learn how to panit tetxures in Photoshop??
Me and many others would be greatful.
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Re: Request for Koztah(making textures) 
By Koztah3d on Jan 02, 2002 10:19 AM
Well, if you're talking about tiling textures for high-poly scenes, you're generally better off using photos.
Of course, finding tiling photographs is not an easy job, so I'll give you some tips to MAKE 'em tile.

Alright, let's say you've found a picture of part of a brick wall, you like the bricks, the colors are good, but it doesn't tile and there's strage shading on it. So, what do you do?

OFFSET.
The Offset filter (under fliters->misc.) is your BEST FRIEND when it comes to tiling textures. You grab your brick image, and use offset values of roughly half the images width and height. So, if you have a 512x512 photo, you'd offset it by 256 and 256. Or if you had a 1024x768 photo, you'd offset it by 512 and 384.

Okay, so it's offset. Now you can just see where it doesn't tile, right in the middle of your screen.

It's time for best friend #2: RUBBER STAMP TOOL.
Rubber stamp those seams! Sample from all over the image, this is the REAL work involved. Can't really tell you how to do it, just MAKE IT TILE!

Then offset it again, back to where it was.


So, now you have this tiling texture, but when you actually tile it, you have these weird highlights because of how the surface was lit when photographed, and basically, when it tiles, it looks like crap. What to do? Burn and didge till it looks okay, right?

Wrong!

Another almost-useless filter comes into play here: High pass! High pass, well, makes the dark parts lighter and the light parts darker, sort of 'equalizes' the whole thing. I have no idea how it works, I just know that it does.
Fiddle around with the radius 'till you get what you want.

Then, of course, comes the customizing part. Color balance, levels, contrast, brightness, and a few hundred filters - knock yourself out.

Ahh, but then you have to make a bump-map?
Easy as Pi! (bad pun, please ignore)

Keep your color texture displayed and GREYSCALE IT.
But that's not enough.
Go around painting over with a low-opacity white airbrush the parts that you think don't need to be that 'bumpy'.
Be sure to keep your 3d package open so you can test render every once in a while on some primitive (I like max's teapot, myself) with some basic lighting so you have an idea how it'll look.

But let's say you want to give an object distinct features in the texture, like make certain places rusty metal and others shiny?

Well, in Max, you can do this by making a composite texture and putting a procedural in the 'top' one's opacity map, then having a different diffuse and bump for the 'top' one and 'bottom' one. Then you just play with the procedural's settings till you think it looks nice.

You can try Adobe's website, 3dcafe.com, 3dluvr and craploads of other sites for tutorials, just pop on to Yahoo! or Altavista or Google and search. I learned thru classes and countless nights of working instead of sleeping - I suppose you can do without classes, but the nights up working o your 3d are a necessity, you get these strange revelations when you haven't slept in over 30 hours, you start doing strange things and they sometimes work. Just save your work often. ;)


Now, as for painting textures for low-poly models, I can't really give any tips, except for these: Use rubber stamp and smudge a lot! Well, I do, anyway. Check out places like Polycount, and Half-life modding tutorial sites, you're likely to find links or tutorials there.
Also, you might consider investing in a Wacom tablet, I just got one a couple days ago and I'm extremely impressed, last time I used one it was only for about fifteen minutes so I really hadn't grasped it. These things are incredible for painting textures with, as photoshop can use different levels of pressure (you have to set the pressure settings to 'stylus').
A graphire is only about 100$ and it's plenty good, and if you need MORE power, then an Intuos, starting at about 200$, REALLY does the job.

Hope this helps
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Re: Request for Koztah(making textures) 
By reznek on Jan 07, 2002 08:03 AM
WOW???!!!!:o:o
man u must have a lot of free time an patience...
THANK u so much for this effort.
I asked u bout how to paint pextures cause I needed to make some for my char.

Thank u again.
Can you PLEASE explain what is a "Wacom tablet"?????:)
You're of very much help Koztah, where can I see u'r work???
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Re: Request for Koztah(making textures) 
By Koztah3d on Jan 08, 2002 10:35 AM
www.wacom.com

It's a tablet that comes with a pressure-sensitive stylus(pen), so that you can draw with it instead of using the mouse. Seeing as it's pressure-sensitive, you don't have to change the opacity or pressure settings in Photoshop, but just by pressing harder or softer. They're really fantastic. If you speak french, it's called a "Tablette graphique".
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Re: Request for Koztah(making textures) 
By reznek on Jan 09, 2002 08:09 AM
Thx agagin, u seem to be very experienced in cg and I see u'r nomber of posts confirms that.STILL I wanna see u'r work man.
I  speak french(a bit) but I'm Romanian.Very few cg artists here.
Don't forget to tell me where to see u'r work.
THX!
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