Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Quick stone texture tutorial

Author
Message
ESC_
21
Years of Service
User Offline
Joined: 29th Aug 2003
Location: Mass.
Posted: 1st Jan 2004 23:37 Edited at: 1st Jan 2004 23:40
Lots of people seem to be posting texture tutorials, so I thought I'd do a quick one (designed for PS):

1)Start with a blank canvas (512x512)
2)Choose a background and foreground color for the two shades of your stone/cave wall. Greys and Grey-browns work well.
3)goto filter>render>clouds
4)Now add a little monochromatic noise for variation (not much).
filter>noise>add noise
Now your texture should now look like this:



5)Goto window>show channels. Click on the 'Blue' channel, and drag it to the copy icon (the little page at the bottom right of the floating window)
6)press control-a and delete to clear this new channel. Double click the new channel and rename it to "Stone Bump" (or something similar)
7)Make sure black and white are selected as foreground and backgroud (press 'D' if they aren't), and goto filter>render>clouds.
8)Now go to window>show layers, and click on the main layer
9)goto filter>render>lighting effects.
Use settings similar to these:



10)click ok, and now the texture is basicly done. Adjust the contrast and brightness (in the image>adjust menu) until it looks just right. Also experiment with different lighting angles. So long as you use a directional light, the texture should automaticly be seamless. Also, you may want to adjust the height and intensity for ingame use, becuase too dramatic lighting can conflict with scene lighting and look funny. Enjoy!

edit:
Taadaa!


Also, some of the best texture tutorials sites I've found:
http://www.lakesdigitalarts.com/content.php?id=p4
http://div.dyndns.org/EK/tutorial/

''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson
arras
22
Years of Service
User Offline
Joined: 3rd Feb 2003
Location: Slovakia
Posted: 2nd Jan 2004 01:05
nice one ESC_
james1980
22
Years of Service
User Offline
Joined: 18th Sep 2002
Location:
Posted: 2nd Jan 2004 02:03
you saved me ESC_.
ESC_
21
Years of Service
User Offline
Joined: 29th Aug 2003
Location: Mass.
Posted: 2nd Jan 2004 04:45
arras:
thanks

james1980:
No problema

''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson
AlecM
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Concord, MA
Posted: 2nd Jan 2004 08:28 Edited at: 2nd Jan 2004 08:35
no offense but that texture doesnt look at all real. Looks like a bunch of photoshop filters slapped together. It would tile really poorly too. 3 or 4 repeats later and the pattern is painfully obvious. A little tip: never use clouds (well atleast almost never). Even if there really low contrast they can only server to make your image tile poorly. They're exactly the type of thing you want to avoid when painting.

I see too many people using clouds as a crutch when painting texture. Just hoping not too many people will continue this

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
arras
22
Years of Service
User Offline
Joined: 3rd Feb 2003
Location: Slovakia
Posted: 2nd Jan 2004 17:46
When I tille texture on martix I use 2-4 diferent tilles for one type of texture (rocks) they have to be made seamles itself but also to each other. Then when I am going to texture matrix tille I randomly choose between them to avoid repeated look from distance.

Login to post a reply

Server time is: 2025-06-27 17:31:49
Your offset time is: 2025-06-27 17:31:49