Hey , i do 3d stuff and works in free times , i want to start posting my works , i am not professional . . .
this is actually tiled texture created with 3dsmax and got into zbrush ,
i hope you like it .
i have question . how do i make it usable for game textures ? like tiled textures . . . ?
Nice tiles! I'm not an expert on tiling textures but I do them from time to time and one thing you will want to do is first get a texture size that is easier to work with, 1024x1024 or 2048x2048 to start out with, something you can easily divide by 2 without guesswork. Then take your texture and go into photoshop and do Filter>Other>Offset
In Offset you want to have it set to Wrap Around and make the horizontal and vertical offset both the same value, half the size of your document dimensions (512 for 1024x1024 and so on). Once it is offset you should have the tiles going outside the canvas and entering the other side, this way it will repeat and tile properly.
However you'll notice some problems most times when you do this, usually it won't be a perfect tile and offset is a good way to tell. What I did to quickly get the point across was use the Spot Healing Brush with content aware fill to go over the seams and clean it up a little.
Now it looks a bit nicer. You can also copy and paste rocks/tiles from one area of the image to another to close holes or fix issues, depends on what you're tiling and if it'll work, but with things that are uniform like bricks it can be easier. Once you have cleaned up and adjusted your tile and you want to test it you can select all and do Edit>Define Pattern and save it as a pattern. Then open a new document and make it larger than your tile (say 2048x2048) and do Edit>Fill>Contents:Pattern and find your pattern you saved. Here's what I got:
Now as you can see there are repeating sections that are pretty apparent. This was a quick thing to give you the idea but at this point you'll probably wan to go back to the initial image or possibly after the offset and rearrange the tiles so that one doesn't stick out when repeating and make it obvious that you're tiling. More subtle damage to the tiles should help. In any case you refine this process until you're happy with the results and then you can resize your offset and fixed tile until it's a size you're happy with. I hope this helps!
Hey man, it's good to see your progress One thing I will say is that i think you're doing too much, way too quickly - there's a lot of assets here that could use some love, and although making loads of them is one way to improve, i feel that if you focused on one asset, such as a sofa, table etcetera, broke down your workflow and made it look top-notch, you could see a bigger increase of quality across the board. Right now, your textures look rushed and simplistic and the compositions and sizes of the elements in that texture aren't really believable. Keep it up though
Hey man, it's good to see your progress One thing I will say is that i think you're doing too much, way too quickly - there's a lot of assets here that could use some love, and although making loads of them is one way to improve, i feel that if you focused on one asset, such as a sofa, table etcetera, broke down your workflow and made it look top-notch, you could see a bigger increase of quality across the board. Right now, your textures look rushed and simplistic and the compositions and sizes of the elements in that texture aren't really believable. Keep it up though
Make one of your buildings out of modular assets! The types of buildings you model really do well with them. Anyway, I enjoyed looking -- definite improvement.
Make one of your buildings out of modular assets! The types of buildings you model really do well with them. Anyway, I enjoyed looking -- definite improvement.
thank you! your comment will motivate me more and more. even if it means i am not good! thanks !
Hey Guys ! i have an update on my level design before i post the pictures, need to say something. i have created a channel on telegram.me and i am publishing all the pictures there. here is the id of my channel : https://telegram.me/AfsharianGallery
You're improving. This latest piece is the more promising but you still need to look harder at the reference of your subjects. See with your eyes not your brain, work out the colours the surface contains, work out the story of what happened.
For the shack above, you've got a basic shape but the transit between the two materials is straight and immediate, it does not show how the two materials meet, the wear, the detail of how they join. Let's get specific - the door: http://www.textures.com/browse/single/10225 http://www.textures.com/browse/single-rusted/76421 Textures.com has a huge set of door textures, i'm not saying just slap one of them onto the geometry but use them as reference. Pay attention to what makes them looks authentic - you've tried to add algae on the top, it's a good start but algae only tends to grow where water pools and rain would just wash down the door. You need to tell the story of the door Your door has no support structure - no successful door is a single sheet of metal. They have crossbracing, supports, hinges, bolts, signage or locks. This is the story of how they were made. If you look at the doors from the second link you'll find they mostly have rust more heavily at the base. It makes sense when you think about it - rain splashes or drips, people kicking the door open all put water on the surface and in the case of kicking the door open will roughen the surface to expose it moreso to rust. Supports might be buckled, the surface might be beaten at the edges, the rain and wear may have provided a gradient of dirt washing from the base You're telling the story here of what happened to the door. It's infintely more effective than a simple tiling rust texture - decide if rust would go there and hey, sometimes it does just go there.
You're improving. This latest piece is the more promising but you still need to look harder at the reference of your subjects. See with your eyes not your brain, work out the colours the surface contains, work out the story of what happened.
For the shack above, you've got a basic shape but the transit between the two materials is straight and immediate, it does not show how the two materials meet, the wear, the detail of how they join. Let's get specific - the door: http://www.textures.com/browse/single/10225 http://www.textures.com/browse/single-rusted/76421 Textures.com has a huge set of door textures, i'm not saying just slap one of them onto the geometry but use them as reference. Pay attention to what makes them looks authentic - you've tried to add algae on the top, it's a good start but algae only tends to grow where water pools and rain would just wash down the door. You need to tell the story of the door Your door has no support structure - no successful door is a single sheet of metal. They have crossbracing, supports, hinges, bolts, signage or locks. This is the story of how they were made. If you look at the doors from the second link you'll find they mostly have rust more heavily at the base. It makes sense when you think about it - rain splashes or drips, people kicking the door open all put water on the surface and in the case of kicking the door open will roughen the surface to expose it moreso to rust. Supports might be buckled, the surface might be beaten at the edges, the rain and wear may have provided a gradient of dirt washing from the base You're telling the story here of what happened to the door. It's infintely more effective than a simple tiling rust texture - decide if rust would go there and hey, sometimes it does just go there.
thanks. yes i am not happy with structures or buildings. i try to learn vegetation but dont know where to start.
Replies
Nice tiles! I'm not an expert on tiling textures but I do them from time to time and one thing you will want to do is first get a texture size that is easier to work with, 1024x1024 or 2048x2048 to start out with, something you can easily divide by 2 without guesswork. Then take your texture and go into photoshop and do Filter>Other>Offset
In Offset you want to have it set to Wrap Around and make the horizontal and vertical offset both the same value, half the size of your document dimensions (512 for 1024x1024 and so on). Once it is offset you should have the tiles going outside the canvas and entering the other side, this way it will repeat and tile properly.
However you'll notice some problems most times when you do this, usually it won't be a perfect tile and offset is a good way to tell. What I did to quickly get the point across was use the Spot Healing Brush with content aware fill to go over the seams and clean it up a little.
Now it looks a bit nicer. You can also copy and paste rocks/tiles from one area of the image to another to close holes or fix issues, depends on what you're tiling and if it'll work, but with things that are uniform like bricks it can be easier. Once you have cleaned up and adjusted your tile and you want to test it you can select all and do Edit>Define Pattern and save it as a pattern. Then open a new document and make it larger than your tile (say 2048x2048) and do Edit>Fill>Contents:Pattern and find your pattern you saved. Here's what I got:
Now as you can see there are repeating sections that are pretty apparent. This was a quick thing to give you the idea but at this point you'll probably wan to go back to the initial image or possibly after the offset and rearrange the tiles so that one doesn't stick out when repeating and make it obvious that you're tiling. More subtle damage to the tiles should help. In any case you refine this process until you're happy with the results and then you can resize your offset and fixed tile until it's a size you're happy with. I hope this helps!
< Rendering - Cryengine >
One thing I will say is that i think you're doing too much, way too quickly - there's a lot of assets here that could use some love, and although making loads of them is one way to improve, i feel that if you focused on one asset, such as a sofa, table etcetera, broke down your workflow and made it look top-notch, you could see a bigger increase of quality across the board. Right now, your textures look rushed and simplistic and the compositions and sizes of the elements in that texture aren't really believable. Keep it up though
i have an update on my level design
before i post the pictures, need to say something.
i have created a channel on telegram.me and i am publishing all the pictures there.
here is the id of my channel : https://telegram.me/AfsharianGallery
See with your eyes not your brain, work out the colours the surface contains, work out the story of what happened.
For the shack above, you've got a basic shape but the transit between the two materials is straight and immediate, it does not show how the two materials meet, the wear, the detail of how they join.
Let's get specific - the door:
http://www.textures.com/browse/single/10225
http://www.textures.com/browse/single-rusted/76421
Textures.com has a huge set of door textures, i'm not saying just slap one of them onto the geometry but use them as reference. Pay attention to what makes them looks authentic - you've tried to add algae on the top, it's a good start but algae only tends to grow where water pools and rain would just wash down the door.
You need to tell the story of the door
Your door has no support structure - no successful door is a single sheet of metal. They have crossbracing, supports, hinges, bolts, signage or locks. This is the story of how they were made.
If you look at the doors from the second link you'll find they mostly have rust more heavily at the base. It makes sense when you think about it - rain splashes or drips, people kicking the door open all put water on the surface and in the case of kicking the door open will roughen the surface to expose it moreso to rust.
Supports might be buckled, the surface might be beaten at the edges, the rain and wear may have provided a gradient of dirt washing from the base You're telling the story here of what happened to the door. It's infintely more effective than a simple tiling rust texture - decide if rust would go there and hey, sometimes it does just go there.