Blog Patrol

Monday, 21 January 2008

Education : no19 'Layer Managment'

2 years in the industry and I still don't have a fool proof guide on how to set up layers. I wish there was an universal way of doing it so that we instantly know whats going on when opening other peoples psd's. Everyone has their own style when it comes to layers. I hope to do more on this in the future but for now some of my methods.

'General' Folder
Have a 'general' folder with layers for dirt, scratches, rust/edgework, shadowing etc that are generally painted over the whole map. Before I would have something like dirt_objectX, dirt_objectY etc thinking it gave me more control but often I'd end up with multiple different layers for multiple types of general layer. Try to limit to yourself to one layer per 'general texture'.

Colour scheme
Devise a colour system for the main groups. I use red for diffuse, blue for normals and green for specular. You can expand on this to create your own little helpers. For example I sometimes add to the layer names what they will later be copied into. For example General_highlights (spec) or General_indents (norm / spec). It really depends how complex the map is.

'Normals / setup' and 'Normals / final'
"Normals / setup" Group. The cheap way to do it is to throw various layers from diffuse on top of a gray background. Adjust the layers and then normal map filter it. I stick a 50% grey background layer on the bottom with the various layers from diffuse added on top BUT one by one I'll have just one of these layers showing along with the background and then edit the layer/background to produce a good normal and then throw that into a group called 'Normals / final'. At the end you then have multiple normal maps and can easily change the intensity of each layer by simply changing the opacity. Instead of going back and changing the original layer and filtering it again.

Sunday, 20 January 2008

Education : no18 'Creating painted wood'

Really nice and simple tutorial here on achieving an weathered paint effect on wood from Methodonline.

http://www.methodonline.com/painted_tutorial.htm

Friday, 18 January 2008

Education : no17 'masking in'

With many textures you need to add general dirt, rust, moss, chipped wood etc. Quick example here of how I go about these.

1. Fill you map with your texture. So here I have just stuck in a photo of rust and healed/cloned it around so that it fills the map. If you're only generally bringing this texture into areas then you can get away with this layer looking tiled other wise just spend a bit more time making sure no obvious shapes repeat etc.

2. Click on Mask. The mask shows as 100% white, make sure to click on the white square in the layers window. Invert (Ctrl & I) to make it black and your rust will vanish.

3. Now you can go into specific areas and with a soft white brush gradually bring it back in.

Doing it this way gives much more control.

Monday, 14 January 2008

Random : no5 'Update'

Back again. I'll be doing another round of updates over the next few weeks so if anyone has any questions or ideas of what to cover then drop me an email or add a comment. Thanks.

Since last time Unreal 3 has been released and so hope to update my website soon. The only other game that we can really talk about it a sort of MMO low spec affair on the PC. This set of screenshots show the texturepass for village buildings that myself and another worked on. For more information of the project you can go to http://awomo.com


Tuesday, 9 October 2007

Resources : no2 'Custom brush tutorials'

Anyone wanting to start making their own brushes should check out the nicely illustrated tutorial series.

http://www.3dtotal.com/team/tutorials/2d_custombrushes/2d_custombrushes.asp

http://www.3dtotal.com/team/tutorials/2d_custombrushes2/2d_custombrushes2.asp

http://www.3dtotal.com/team/tutorials/2d_custombrushes3/2d_custombrushes3_1.asp
Random : no4 'CGTalk UGAC3 update'

Here is a update of my plague doctor, as you can see I'm quite underway with the texture. Should be able to finish it before the deadline of 17th. Only problem is I also need to do the rest of the body before then, so I've failed!! Oh well at least I will have a great addition to my portfolio. I will also be able to use aspects of this project for some more 'education' blog entries some time in the near furture.
As always you can check progress at,


http://forums.cgsociety.org/showthread.php?f=39&t=537843&page=1


Tuesday, 2 October 2007


inspiration : no1 'Bram Eulaers'


New section then. From now on when I come across inspiring texture artists work I'll try and post them here. Enjoy.

More can be seen at http://cmdstud.khlim.be/~beulaers/portfolio/