Ran across this little digital tidbit recently.
Map Zone Website
Most of you have probably already heard about the company producing this software. They made a pretty big splash in the development community a while back. Their software solution for procedural in-game textures was quite interesting, and was recently implementd in the XBLA game "Robo-Blitz." Well, they've apparently decided to release their texture-editing software for free.
I downloaded it, and played around with it a bit. But I'm finding the learning curve a bit steep. Since this sort of software is still pretty fresh, there haven't been very many tutorials made for it. Does anyone have any experience working with a node-based texture generator like this one? I know Genetica released a product like this a while back. So someone probably has experience using something like this.
Sadly, I am not especially good at painting custom textures. And yet, solid textures are an absolute necessity. This is especially true for environmental work. (where its generally a good idea to keep your geometry fairly simple) I would love to be able to use software like this. Hopefully more in the way of tutorials and step-by-step documentation will be released in the future. For now its trial-and-error.
Is anyone else interested in this type of texture generation? Or is hand-painting environmental textures always going to be the way to go?
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I think it should be noted that you only get out of these programs what you put into them, they aren't a substitute for good painting/art skills. But they can be good tools if used well.
I've been playing with Filter Forge, uses a similar node-based approach. One guy used it to create Doom III textures, complete with normalmaps. They have their UI set up very nicely IMHO. And for beta-testing it, I got a free copy!
Thanks for the link Eric! That app looks really good.
I'm kinda wondering the same thing Richard is though. Is being able to paint textures from scratch really a valued skill? I mean, can't it all be done procedurally, if not from photosource? If the tools are good enough (ie capable, which they are, in my humble experience), why waste the extra time needed to paint them?
I do believe that RoboBlitz used this to replace a lot of their textures for disk space concerns. However the textures still end up looking procedural and nothing beats painting a texture for getting in very specific details on a surface.
But it must be said that many people have already done all the work for those textures, so you just have to download them, and perhaps tweak them a little. It would be rare, I think, for you to make one from scratch.
I suppose that answers my question too. To be truly valued you have to be able to produce all of the content needed, and this would require one to be able to paint good textures, should the situation arise.
I'm not proposing that these programs be used as a substitute. I just think they are a great way to get really good-looking placeholder textures. If you need to get some pretty solid-looking environmental textures into your level quickly, procedural generation is a good solution. In an industry where so much pressure is placed on getting demos up and pretty quickly, these things could be a lifesaver.
And its also a good option for more technical artists, who tend to lean more heavily toward coding. For level designers who have more of a leaning toward geometry and coding, this sort of technical texture tool would probably be very appealing. You essentially program procedural textures. Maps need a crap load of textures. Being able to develop scalable, tileable textures quickly is a big plus for level designers.
Still.. It does look awesome, but I think I will have to try to keep it a secret from my team, lest our programmers will think it will make them artists, and before we know it there's "coder art" everywhere.. -_-
I shouldn't complain too much as it's totally free, but I hope someone tutorial savvy in the know will make a solid, intuitive video tutorial
I'm kinda wondering the same thing Richard is though. Is being able to paint textures from scratch really a valued skill? I mean, can't it all be done procedurally, if not from photosource? If the tools are good enough (ie capable, which they are, in my humble experience), why waste the extra time needed to paint them?
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I try to keep photosourcing to a minimal, usually as a final grungemap or a base layer that I paint over. Being able to paint textures is a major major plus on your resume.
Well, I meant you still need an artist's eye to produce good results with ANY tool. Refining one's aesthetic skill is usually best achieved by good old fashioned sketching/drawing/painting. Then, once you have that solid visual understanding of the world around you, you can use tools like these to make good artwork. When someone doesn't have a solid art base, it really shows, regardless of the tool.
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I've never heard it that way and it makes sense. Thanks