Hi everyone! My name is Rau Castillo, II'm a beginner artist and this is my first time posting on this forum. I would really appreciate if any of you could help me with a question I have.
I'm currently working on a handpainted tileable bark texture. Once I got to the point where I am now, I started looking at other similar bark textures for reference on shadows and lighting and I noticed that a lot of them look like they are more "zoomed in" than mine, and show a smaller area of the tree (I hope that makes sense. I don't really know how to explain it)
Here is my WIP texture and one example of what I talked about to make it more clear:
Mine:
Texture found on the internet:
My question is:
Does it come down to personal preference how "zoomed in" a texture is, or are there any set of "rules" on how tileable textures need to be?
I'm doing this texture as a portfolio piece and not for any specific project, so I don't have any requirements that I need to follow. However, I still want to make a texture as if it were to be used in a real game.
I'm still on the very early stages so now would be a good time to change anything, before I move on.
Any help would be greatly appreciated!
Thank you very much in advance,
Rau
Replies
I also suggest you try working in 3DCoat / Photoshop. It's a great combo for handpainted anything. Below is the tiling texture setup in 3DC, you can send that back to PS easily to work on it, and then back to 3DC to check / fix.
Best of luck!
Bark goes on a tree or a log, which are mostly cylindrical. The texture can be more zoomed in as you're seeing less tiling.
A dirt or rock texture is typically over a larger mesh. You see more tiling, so the details should be smaller and less repetitious.