Blog Patrol

Tuesday, 14 August 2007

Education : no7 'Heal tool'

Never even used about this brush until I got into the industry which is odd since it plays such a big part in my texturing process these days.









Hold down on this button to reveal other options, select 'healing brush tool'. Anyway here is an example of its powers. Below I have use
d the clone stamp to add some of the left texture to the right. Then in the next example I use the healing tool, notice how it calculates the colours it needs to shift to to blend into the new image?



Sunday, 12 August 2007

Random no1 : 'Real world texture design'

This is one building I pass everyday on my way to work. It's become quite an icon to those at my work who also pass it. It is known as the 'badly textured building' or the 'building with obvious mirroring'.


















I remember having to texture a shop interior in Saints Row, due to texture and time budgets we were forced to repeat 3 poster designs to fill the 6 poster meshes in the shop
. At the time I was thinking the idea that they would have 2 of the exact same posters in the same shop would be unrealistic not to mention boring. Here however are examples showing it really does happen and whats more is that they are even placed right next to each other, just in case anyone misses the one on the left.
















Then there is this wall design in our train station. The pattern is very random. For example it is odd how the blue line doesn't just carry on till the edge. Also the random widths
in between the red lines.



I find it interesting how all game worlds are made by artistic people yet the real world does have areas designed and put together by people with no eye for design at all. I'm sure if I created any of the above I would get
criticisms such as 'Obvious mirroring, too repetitive, inconsistent design etc'. Even really torn up dumps in game
s are beautifully designed. If you have a bag of chips/crisps spilling onto the floor you can be sure their layout and composition has been thought out.

Thursday, 9 August 2007

Education : no6 'Random Stuff 01'

In Photoshop if you're making a tileable texture and have a layer with detail outside your canvas it will show when offsetting it. Easiest solution? Ctrl+A and then image>crop


Tuesday, 7 August 2007

Education : no5 'Starting a project'

Whenever I start a new project I usually spend 1-3 hours checking out reference and building a reference library. If one is supplied I pick out what those that I consider important and then continue to search for extra reference. From this I usually create my very own desktop wallpaper that has all key reference slapped on which I find quite helpful to be constantly reminded of the key aspects of the current project. The idea being that it will start sneaking into your subconscious mind while painting. Something like that.

Monday, 6 August 2007

Education : no4 'RGB tweaking in Normals'

Classic normal map mistake problem here. Imagine you have normal mapped a coffin with a Crucifixion on top that had to have its uv's ROTATED to have a nice fit. Did you know this will mess with the lighting of the normals? Look at the square with proper lighting with purple on top, pink on right, dark blue on left and light blue on bottom. However in example 1, because the uv's were rotated the purple will now be on the left side of the cross instead of the top as seen with the square. I have a set of 3 short key actions that I can play with to rotate and flip the lights, these are 'Invert Red Channel', 'Invert Green Channel' and 'Flip RG'. As you can see in 2 I have changed it so that if it were to be rotated as intended the lights would be exactly the same as the square.

'Flip RG' incase you're wondering involves bringing up the channel mixer and then going into red channel. Take red to 0 and green to 100. Then go into green channel and take green to 0 and red to 100.

Remember, Red Channel shows light horizontally and Green Channel shows light vertically. Inverting these changes the lighting in your normal map.



Sunday, 5 August 2007

Education : no3 'Texture storytelling'

For quite a while the idea of 'telling a story within your textures' felt a bit cliche to me. The problem initially was that I found it hard to get deeper then 'this door has a blood splatter that was caused from recent zombie carnage'.

The following is a old PDF from the famous Leigh of CGtalk that's worth reading if you haven't already. Even if its just the first half.

http://www.leighvanderbyl.com/pdf/texturing.pdf

In regards to 'storytelling' its really just about asking yourself more open ended questions. So in the case of my terrible blood stained door example I would go on to think about questions such as how tall this zombie was?, what was it doing as its head exploded?, how thick is the blood?, when did this incident happen? What made his head explode? Its all about collecting ideas to play with, the more you have the more chance you have of creating a originally interesting texture.

Friday, 3 August 2007

Flashback : no1 'My first ever texture map'

Managed to track down my first ever texture! Simply a horrible brown base with some noise (done with a filter I may add) and a photo of a rock surface, blending mode set to overlay. So boring, no focus points at all. Dull colours. How would I fix this now? Its not actually bad for a 'background' layer. I would lower the opacity by around 70-80% and start to paint on top of that. Adding subtle colour, focus points, occlusion etc.

I never even got round to using this as it was so bad.