After creating my Polycount account (say that five times fast) years ago, I'm finally diving into texturing. I'm basically a n00b with Photoshop and texturing in general. I'm giving Metric Meditations' tutorial a go. Here is my first attempt at creating a tile floor texture. I'm happy and disappointed at the same time with my results. I would appreciate feedback...I think that is going to be the quickest way to learn.
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You need to add some colors man.
[ame="http://www.youtube.com/watch?v=4OuraobpQPo"]Game Textures: Stylized Floor Part 1 - YouTube[/ame]
It's a good start though but I agree with everyone this is too clean each brick looks almost like a copy of the other, try add some colour, size and depth variation into your workflow, add little details like cracks and scratches.
As far as a start goes though good work
If you aren't already, make heavy use of real life reference. Maybe try a google search for stone tile patterns to get some ideas for more interesting layouts
- Add some grout (sp?). Still needs more color variation...I think.
- Attempted a few cracks. Will add more later.
- Tried to add some hue and saturation variations.
Would love any feedback.
- Added some more cracks.
- Chipped at the edges.
- Changed the saturation and hues to be slightly different (wanted them to look like they are from the same quarry).
I'm definitely not happy with the grout yet. Not sure what to do there...maybe some small hairline cracks...
Any feedback would be great.
I'll check this video out. Funny thing is I had it added to my Youtube playlist to watch in the near future. I'll give it a go.
Look at this texture(not mine):
It has a lot more depth than yours. It was sculpted in zbrush but it's still a good example.
Also, as the last person said, use the cloud filter to your advantage and use it to make it have more character.
When I do my paint workflows though I try add techniques from other artists too, check out Jeff Parrott on vimeo https://vimeo.com/environmentartist/videos also visit Metric Meditations Vimeo channel. Finally [ame="http://www.youtube.com/watch?v=J_dwTB5MwzM"]Basic Low Poly Asset - Concept to Completion - YouTube[/ame] is a very great starting point, the information shared here is extremely important to beginner artists. I am myself very guilty of not following the basics of referencing and silhouetting and my art has suffered because of it.
You are on a great start though and taking critique here as a learning point and not a personal insult will only better you as an artist!
Well...I am using your course after all.
My goal is to wrap this one up tomorrow and do a new one from scratch to see how I do from start to finish.
I'm posting the first iteration along with the last iteration for comparison sake.
What I would suggest is try another material type like wood next. Keep challenging yourself to do something that's out of your comfort zone, and don't feel bad if it doesn't come out looking like magic just keep up the practice because it does make perfect.
I have a copy of modo. It is certainly fun to look at on a 3d shape.
I think that I will actually throw it into Leadwerks Game Engine a little bit later. I'll post a screenshot.
Just a base material of stone at this point. Going to do multiple variations using this base later.
Even if you want very flat painted textures I would suggest a rendered AO/curvature map which you can use as a base for the bricks giving you a realistic finish and will help with getting the right shape.
As for your base texture I can see what you are trying to do but its has no color variation, maybe experiment with dirt/moss congregating in cracks.
I don't pretend to be an expert so please feel free to discount my feedback .
if you want, you can certainly take a copyright free image from cgtextures or take one of your own... say some sand or other ground image, and throw an overlay.
you can also copy the layer that uses the cloud filer, and saturate it a bit with warmer colors and try a different layer style such as overlay or lighten. and mask out the darker areas. basically, warm up the areas with lighter value.
I always tell my students that textures will always look like poo when you are developing your base textures. its normal....all my base textures look like poo before I hit 65% done. its part of the process to build up your layers and brush strokes.
for a hand painted texture, you are on the right track. don't stop... keep going.
I am almost done with my current task of learning to model (which by now I am almost nearing the level of a advanced modeler)
I wanted to ask what type of texturing are your interested in (texturing prop models or more of environments such as creating dirt/rocks)
*Will hop in time to time to track your progress good luck*