Ever since my mapping days of R6: Raven Shield, I have always played around with the idea of actually learning how to make custom content (besides tweaking materials and converting brushes to static meshes).
I started to learn Blender, but took a break from it (which I will get back to shortly) and I have also started to play around with GIMP (open source "alternative" to photoshop) a bit more lately.
So, for anyone who actually knows how to make custom textures (not materials) and would like to help out a fellow mapper, let me know. I don't know exactly what I need to learn, because I don't know enough to know what I don't know (huh?). Just think of me as a brand new mapper and I need to learn how to make a nice level, but with textures.
I started a thread in the Epic forums and received a few posts (only one that was useful), but I need to find people either interested in learning or "teaching".
-- Edited by Odedge on Thursday 26th of November 2009 07:52:13 AM
I'm no expert however here's a very very simple description; You'll need a decent paint program like photoshop or Paint Shop (I use photoshop myself) and some kind of bump/normal map generator like Crazy Bump or MapZone. (I've used Crazy Bump in the past)
Now either create a texture from scratch in photoshop or take a nice detailed photo of grass or a close up photo of a rock and run it through your paint program. Keep the dimensions in a square format (1024x1024, 256x256 etc..).
Once you have your base texture load Crazy Bump and load the image into it. Screw with the settings until you get the look you're after. Save each texture map (normal, bump and 'other') and probably name them all the same but have something in the file name like "_NML"(normal), "_DSP"(displacement) and "_OCC"(Occlusion) etc.
Load your map and import each texture into the editor. Create a material only for the base texture. Load that material so you're in the material editor. Right click in the whiteish background of the 'material components' area and select 'New Texture Sample'. In the sample properties (at the bottom) tell it to use one of your maps. Next chain that 'texture sample' to the correct tab in the main material. eg.. Normal to your '_NML' texture. ALso fiddle with some of the settings
There's more to it than that but using the above I was able to create the material shown below;
I'll try and find the original photoshop and material files for the above and will post them so you can see what the original looked like and how I got it to look like the above.
Hourenses also has quite an extensive set of tutorials on creating materials. There's also a plugin for Photoshop to create normal, offset maps etc..
I haven't used mapzone but I might check it out as it looks 'interesting'.
-- Edited by Lord_PorkSword on Thursday 26th of November 2009 05:14:05 AM
@Stevelois/B;!tz~ I have seen Bazzwano's thread on BU and I know that Remus has the skills to make extremely nicemaps. But, in my experience, the people that tend to know what they are doing, tend to have little or no time to help those who don't.
I came across this when making the Blender Portal site. Everyone who could make nice static meshes for UT 3 using it, gave very little, to no help in creating that portal.
@Lord_Porksword Nice effect you got going there. I have heard of crazy bump and MapZone (which I have downloaded). Like I mentioned, I only have GIMP (though I do PS Elements, I am not fond of it or Adobe for that matter). Ranting aside, I guess I am looking for techniques and general info right now. I can then take that and see if I can learn it in GIMP.
For what it's worth and to not sound self-righteous, I am only interested in "open source/legally free" software such as Blender, GIMP, etc. While I can look at most maps and see how they were made, looking at game textures (or similar), I can only guess. That is what I am trying to change. I want to start simple and work my way up from there. The main goal is to be able to add a bit more "custom" to my levels.
Edit: I posted on Bazz's thread, just to keep up with what he is doing (which is pretty awesome by the way) and I joined a GIMP forum (which makes sense).
Upon doing so, I actually found a thread that informed me of a Filter (which GIMP has way too many of, which is probably a good thing), that lets me add geometric shapes/lines to a texture. I presume this will help me establish a pattern in which, I can then fill in with textures. Time will tell...
-- Edited by Odedge on Thursday 26th of November 2009 07:55:03 AM
I'll have to checkout Gimp and Mapzone. If I can work'em out I'll post a tut on it. I was thinking of making a UoF stone material so I'll see how I go.
For now have a look at the file below to see how I made the material. BFG Metal This file contains the components that I used to make the material. Hopefully it'll give you some insight on making one.
I'll have to checkout Gimp and Mapzone. If I can work'em out I'll post a tut on it. I was thinking of making a UoF stone material so I'll see how I go.
For now have a look at the file below to see how I made the material. BFG Metal This file contains the components that I used to make the material. Hopefully it'll give you some insight on making one.
I will check it out. If you familiar with Photoshop, GIMP should be fairly easy to understand because it's more about the "techniques" and terminology than anything else. There is a Normal plugin for it, but when I try it out and import it into the editor, it just makes my material darker, instead of giving it some "depth".
I checked out the materials in your pack. I understand the basics of the material editor (much more than creating textures) and understand what those 3 materials are for. Creating the base textures is a different thing.
For now, if I could learn enough to make textures to use in a HOLP map (90% BSP), I would be happy . I was thinking something a bit more "hi-tech", like DM-YRO 3, but not so white.
With HOLP maps, textures are really important to give the map it's details, so it's a good project to learn how to create textures for it.