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Post Info TOPIC: Custom Textures & Materials


calculating Pi by hand

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Hi guys and girls :)

Since some of you are creating custom content I thought it might be interesting to show (and potentially share) your own textures and/or materials.

 

 

I made my first tileable texture (cobblestone ground) with photoshop some weeks ago,

digi cam shot (8MP, 4:3):

 

tileable texture (2048x2048):

 

basic material with simple normal & height map

 

 

 

Another example is a wooden barrel texture (diffuse, normal, height, detail diffuse.

 

Out of this (internet pic)

 

I made this for my barrel

 

material

 

 

in-game shot

 

 



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Unreal Old Friend

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Nice work!
Crazybump, I guess? EDIT: no, mAlkAv said it's PS.
Can we see it with the lighting?

It's funny how I was searching for ressources and tutorial about normal maps creation today.
I'm trying to give the relief of the normal map, without the "fish-eye" deformation.



-- Edited by Foufoune_Rose on Sunday 21st of August 2011 09:33:42 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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the cobblestone ground is very nice

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Unreal Old Friend

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Ho Crazybump, you so crazy!

crazybumpflr17gotest.jpg
For those who don't lurk everywhere in here, this is a UT2004 texture.
I'm creating a diff, a norm and a hmp to import it into UT3. I'm very excited with this tool, custom texture ftw!



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calculating Pi by hand

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Looking really good, I know this texture as most of us will :)

Crazybumb is a nice tool and eases/speed up work enormously. This will spare me many rounds of editing and trying for creating height and also normal maps aww



I'm trying to create a parallax occlussion material next up.



-- Edited by mAlkAv on Sunday 21st of August 2011 11:47:51 AM

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Unreal Old Friend

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Foufoune_Rose wrote:

Ho Crazybump, you so crazy!

crazybumpflr17gotest.jpg
For those who don't lurk everywhere in here, this is a UT2004 texture.
I'm creating a diff, a norm and a hmp to import it into UT3. I'm very excited with this tool, custom texture ftw!


 Now that you have mentioned the tool I smell an incoming 1-1 Grendelkeep remake by some random mapper (no, I won't do that, too many projects going on to start new ones) wink

Any links to this crazy tool called "Crazybump"? smile



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calculating Pi by hand

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http://www.crazybump.com/

http://crazybump.com/release/CrazyBumpSetup12.exe

 

 

 



-- Edited by mAlkAv on Sunday 21st of August 2011 11:59:04 AM

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Unreal Old Friend

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Thanks Malkav!

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Sly wrote:

Thanks Malkav!


 +1



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Amateur UT mapper

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Free texture sourced form: LoveTexure

Redistributed as per CCv2 licence.

Converted to tile by me biggrin

1024x1024 >

nomortarrock1024col.jpg nomortarrock1024nrm.jpg

Normal created with Crazybump.  (z-axis corrected)  <oops>mush have been in a rush. </oops>

Attribute not necessary but apprecaited wink 

Not to be used in anything that provoke hate or fear to anyone.



-- Edited by Achernar on Monday 22nd of August 2011 02:09:01 PM

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calculating Pi by hand

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texture looks good but i think the normal map is inverted.
the walls of this cube are very strange due to the normal map and a small lighting angle:





anyway, these stones are crying for a slight bump ^^

**credits to Achernar for the tileable diffuse texture** aww



-- Edited by mAlkAv on Monday 22nd of August 2011 01:39:21 PM

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Connoisseur of Bourbon!

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I'd be nice to see the texture in-game.

I've used Crazybump in the past and have found it better than pretty much any other prog of it's kind.


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calculating Pi by hand

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I just made another texture, 2048x2048 tileable bricks. Picture was taken from a church nearby

 

in-game shot (normal-heightmap still need a rework)

 



-- Edited by mAlkAv on Tuesday 23rd of August 2011 01:45:07 PM

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Connoisseur of Bourbon!

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UDK screenie I take it? (judging from the HUD)



-- Edited by Lord_PorkSword on Wednesday 24th of August 2011 12:57:36 AM

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Feedback-Master ..

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Looking good mAlkAv.

There is a few spots that can be easily recognizable if it repeated too much, but overall very nice.

I have really tried taking source photos to use in game yet. Any tips or such on your work flow? wink



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Unreal Old Friend

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Odedge There is a few spots that can be easily recognizable if it repeated too much,...

Here's my Bible (of tutorials), with those of Hourences:
http://www.chrisalbeluhn.com/UT3_Adding_Brick_Variation.html

Taken from:
http://www.chrisalbeluhn.com/3D_Tutorials.html



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calculating Pi by hand

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Yes you are right. I've just done the first step which is making the texture tilable. Next step would be to remove markable spots to prevent obvious repetitive patterns.
Using a Lerp is also a way to reduce repetitiveness on the one hand but creating some variance on the other hand.

In my case there are bricks which have been replaced by newer, brighter ones. Without editing the diffuse they also get another height scale what causes the repetitive look.

 

@Lord: Yes it is. I have UT3 installed but I am used to UDK meanwhile. It's interesting to test and use more up to date features.

@Odedge: I will post some pictures of what I'm doing to make it tileable later :)

 




 



-- Edited by mAlkAv on Wednesday 24th of August 2011 02:05:54 PM

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calculating Pi by hand

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Odedge wrote:

I have really tried taking source photos to use in game yet. Any tips or such on your work flow? wink


 

Here's my workflow.

I start with a pic of my cam with 8MP, this is quite enough for creating a 2048x2048 texture. After cropping it a little bit and a slight rotation this is where I'm starting from:

 

This pic will be split up into 2 parts, one quadratic and another narrow rectangular one. Afterwards both will be resized to a height of 2048px:

 

Now I need Photoshop or Gimp because of the multiple layer support.

 

The smaller picture is now postponed to the other one as a new layer to the opposite picture margin. The texture is now already horizontally tileable but of course it does not yet look good due to the obvious seam:

 

In the next step I am using the eraser tool on the top layer to delete some parts of it. The seam is now less obvious and the following work will be simplified:

 

This is what the top layer looks like:

 

After the layer work is done I'm creating a new file (usually .png or .tga) to merge the layers and to use the Offset filter. This splits the picture into 4 parts and wrap them around so that you can see all seams like they would appear if you would tile the texture.

 

Afterwards the expensive part is starting. The picture needs to be edited now, mainly with the clone stamp and healing brush tool, until no seams are visible anymore.

 

This is of course just one possible way to create a tileable texture smile

 

 

 



-- Edited by mAlkAv on Thursday 25th of August 2011 08:52:28 PM

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Feedback-Master ..

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mAlkAv wrote:

 The smaller picture is now postponed to the other one as a new layer to the opposite picture margin. The texture is now already horizontally tileable but of course it does not yet look good due to the obvious seam:

 

In the next step I am using the eraser tool on the top layer to delete some parts of it. The seam is now less obvious and the following work will be simplified:

 


 Thanks for sharing your work flow.  The quoted part is the part that helped me the most.

Offsetting the original image (after you crop/resize it) by half the size of the image (in your example... 1024), will give you perfect seams along the edges.  You just need to "blend" in the middle  section on each axis.  The above technique could help with that.



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calculating Pi by hand

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Hi odedge,
I think I don't get what you mean due to a lack of speech comprehension ^^
Working with the extra layer is also possible vertically, I just thought it's not necessary for that brick texture.

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calculating Pi by hand

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I've just made another cobble stone ground smile

 

texture:

 

material in-game:

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looking really fine in game


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Feedback-Master ..

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Bl!tz wrote:

looking really fine in game


 all_agreewithpost.gif

IT took me a few moments to see the repeating pattern, but I only noticed it because of the shapes and colors of the stones.  Nicew work!



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Connoisseur of Bourbon!

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+1!

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Amateur UT mapper

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Nice work. wink

At the rate your going you should release them as a pack. "The stone pack" or "Stone floors and walls" in keeping with the theme.

Its hard to find good, unencoumbered resouces - and your helping with that - Good job. biggrin

Edit: ok here's another.

Same origin and conditions as before.

[Updated: Seam Corrected]

 

Not sure how many more I can find to help you in your quest...



-- Edited by Achernar on Monday 29th of August 2011 11:33:25 AM

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calculating Pi by hand

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I was planning to do so. Staying with a certain theme is a nice idea - I think there are some more places in the near where I could take some more pictures of stone walls and grounds.

Your texture looks nice too, I like those small stones with cement around. There is just one little seem left in the lower middle part of the picture ^^



-- Edited by mAlkAv on Monday 29th of August 2011 10:41:43 AM

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