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
__________________
[Knowlage is power]Sinéad, for the first time, life is gonna turn around...
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!
__________________
[Knowlage is power]Sinéad, for the first time, life is gonna turn around...
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
I'm trying to create a parallax occlussion material next up.
-- Edited by mAlkAv on Sunday 21st of August 2011 11:47:51 AM
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)
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In my case there are bricks which have been replaced by newer, brighter ones.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
I have really tried taking source photos to use in game yet. Any tips or such on your work flow?
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
-- Edited by mAlkAv on Thursday 25th of August 2011 08:52:28 PM
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.
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.
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