Journal #7943

Posted 11 years ago2012-08-21 18:09:39 UTC
Archie ArchieGoodbye Moonmen
Tutorial on how to make textures for brushwork:
clicky

Sorry for the journal spam.

11 Comments

Commented 11 years ago2012-08-21 19:42:18 UTC Comment #45713
Watching!
Commented 11 years ago2012-08-21 19:42:45 UTC Comment #45716
Thank you so much :D
Commented 11 years ago2012-08-21 20:57:34 UTC Comment #45709
What an asshole. That's the most shitty tutorial I've ever seen.

LOL JK, I LIKED IT!

Well, I applaude you. Didn't expect you would do a tutorial on texturing, I really thought you felt pushed a bit. But then you have to also find out that the method you are teaching is for customized textures that only fit specific brushwork. Whenever I tried making a texture I was thinking about making it as universal as possible, your intentions in this respects were clueless.
In any case, it's an admirable effort coming from you.
Commented 11 years ago2012-08-22 07:25:35 UTC Comment #45714
Forgot to comment, this was really help full, i knew about offset and grid, but that magic brush thing is awesome, i used to clone parts of the image. Thanks!
Commented 11 years ago2012-08-22 20:20:59 UTC Comment #45707
Good idea for a tutorial. You should have posted it a bit sooner though, I've been making textures for my TWHL map and I had to figure this out by myself. D:
I hadn't thought of putting several things on one texture file to save texture memory though. That is a good idea.
Commented 11 years ago2012-08-23 03:22:46 UTC Comment #45711
That was pretty interesting, but I have to admit I was expecting something a bit different. Getting the shapes of the brushwork is not that hard by itself, it's the making of the actual textures that I never get right. My textures always look like crap.

I liked the idea of combining some textures to save on texture memory, but doesn't it take the same memory to use one large texture as two textures half the size of the first? What it surely helps with is the max number of allowed textures.
Commented 11 years ago2012-08-23 07:31:56 UTC Comment #45708
So when you make a cliff texture for example, do you take an image of a cliff from the interwebs, and then turn it into a texture? I would presume that legit developers would buy these/ take the photos themselves, but this is acceptable yes?
Commented 11 years ago2012-08-23 09:02:46 UTC Comment #45715
Thats just one of the ways to create a texture.
But you need to have permission to use it.
Commented 11 years ago2012-08-23 11:29:19 UTC Comment #45710
www.cgtextures.com

"CGTextures offers photographs of materials ("Textures") on its website (www.cgtextures.com) for game developers, special effects artists, graphic designers and other professions. No payment or royalties are required to use these Textures."

This is a sure source of textures.
Commented 11 years ago2012-08-23 13:49:37 UTC Comment #45706
Yup. Archie and I are constantly mentioning cgtextures. You will not find a better source of textures anywhere. Google is ok, but you never know where those images are coming from or what copyright laws are protecting them. CGTextures is totally and utterly FREE!

Hell, they even tile some of the images themselves to save you the trouble. :D
Commented 11 years ago2012-08-23 16:57:46 UTC Comment #45712
Great tutorial and you used a lot of good techniques there. It would have been ideal if you had posted this at the start of the comp to demo what you were looking for.
However you misspoke in the video when you said we were to design textures specifically for brushes. If you look at the thread again you wrote " for a specific purpose" which does not go far enough to explain that you wanted textures that were shaped to the brush geometry.

I think your technique is excellent but time consuming. I don't think any of us were willing to take it to the level for something that was not part of a bigger project that would justify that amount of polish and detail.

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