I've googled a bit and cant find any tutorials at all and i dont even know where to start. Im looking to create textures like in TF2 or Battlefield heroes in photoshop
You guys had to have started somewhere, could ya help me out :P ?
Textures for what exactly? Is there a model you're trying to texture?
Generally, what those games did differently is painted their textures with a more painterly than illustrative style. So instead of painting details hyper-realistically or photo-sourcing, you'd want to think more about areas of color and value that suggest the important features of a surface. That red building in the screenshot is a good example.
More technically, they used half-Lambert and/or ramp shaders to render everything so that the lighting would complement that style of texturing better. If you're using 3ds Max, check out Xoliul's shader and Rollin's toon shader to get that effect in the viewport. There are tutorials around for setting it up in UDK as well, or you could import them into TF2 itself, I presume.
Aside from that, there's not really anything to it. It's just a style thing. If you're working on a texture and having trouble getting it to match that style, post it up so people can critique it.
DKK, that's going in my sig. I have no clue what you just said, but it's awesome.
frell, are you looking for techniques, shortcuts? Valve has entire whitepapers and presentations available online that cover their art direction and reasoning behind their art style, as well as explanations on how they went about implementing them. If you're looking for painting tutorials, there's a bunch of threads right here on polycount with excellent info and discussion (as well as wips) on handpainted textures.
Fly, i was going towards more simple wood or brick like textures, and maybe some toony grass.
Lotekk, im mainly looking for where to start. For right now i mainly need something to guide me through the workflow for the first time, then i can put my own spins and styles on it.
EDIT: Just browsed through those links tekk, there was some helpful stuff in there, now i can get the courage to at least TRY to make one :P
Alright, hopped into photoshop and whipped up my first ever attempt. I was in a hurry because its getting late so i was just trying to see what brushes would help with what.
Pretty bad im aware, but im sure you guys could help with that
If you want a look similar to TF2, you'll want to hand-paint all your textures with fairly large, square or flat-shaped brushes. Anything that replicates the look of an actual paintbrush, really.
The best way to replicate the look of TF2 textures is to look at the textures themselves. This is a texture from the capture point in Nucleus. Notice that it has large areas of flat color, but there are also subtle gradations, rough brush strokes and baked ambient occlusion.
There's more to it than that, but that's the gist of it. Take a look at the Contribute! site they set up to get more info.
Try painting that scene or the scene you want to emulate in phtoshop. It will give you the best understanding.
Or what I would do is grab a picture of a building, then do a de saturate and see where your values are coming from. You would then see the textures are quite flat in terms of value with saturation and hue giving most of the texture definition between materials, the areas where you see a change in value are the areas which are effected by the AO bake.
Good SHARP AO, crisp textures and brighter global lighting is what you would use to enhance it.
thx crasong for clarification. my brain yet started to bleed out 'cause of this sentence.
@topic:
i never created this kind of textures, but i'd start analyzing the TF textures itself.
do it by using their modkit or using the 3dripper
perhaps you would notice, that their textures are like pastel colored and also lack of high detail.
so as already mentioned, using handpainting could do the trick.
on the other hand i wont totally exclude phototextures. perhaps photos can be somehow used as a "backplate" or template for your handpainted textures.
then again it could be helpful to use "painter" or "artrage" for the textures and then only use photoshop for image processing. since a real painting programm might better catch the "handbrushed" effect.
One thing interesting thing of note is that the workflow for the TF2 textures actually combines phototextures and filters with loose painting (from one of their whitepapers or presentations, though I can't recall which).
One thing interesting thing of note is that the workflow for the TF2 textures actually combines phototextures and filters with loose painting (from one of their whitepapers or presentations, though I can't recall which).
Oh I'd love to see/read that if you can recall where it is!
crasong: LOL thanks for the clarification. Made me laugh hahah
Yup, before going into texture painting and technical solutions, do exactly what Anux suggested. Take a cool screenshot of TF2 or BF heroes, and make it a painting in photoshop. There is a lot more than texture style going on in these games - the lighting quality is very specific and that's in my opinion the most important/tricky thing to get right (in other words : throwing a tf2 texture in a default Unreal3 level would look like poo)
As we refined the art style of the game, texture artists shifted to using photorealistic reference images with a series of filters and digital brushstrokes applied to achieve the desired look of a physically painted texture.
An important thing for frell to note is the reason for the style. Aside from being pretty, it serves an important purpose as well:
we believe that high frequency geometric and texture detail found in photorealistic games can often overpower the ability of designers to compose game environments and emphasize gameplay features visually using intentional design choices such as changes in color value.
Have you made any attempts at painting any textures? An issue I see alot around here are people get hung up on asking for advice instead of just doing it.
Tracy & I were going to do a TF2 map a little while back and it seemed like a majority of the detail comes from an AO bake.
Eric, what brush did you use exactly? Using the brushes with 100% hardness look way to messed up, so you must have used a near to 100 pressure.
I used these, which are just slightly edited from the default hard round one. Basic_Round_Brushes.abr - from Photoshop CS3
I also put a new page in my portfolio with a couple other textures.
@ [iWi]: cool idea. But the end result is a bit too bland I think. There's too much directionality in the lighting, you wouldn't be able to flip or rotate it on a model. And there's no woodgrain left, so it kind of looks like that plastic lumber they use for modern decks, the kind that's pressed in a mold.
I sometimes use a similar method to get a base for tillable textures (wood, bark, brick) lately I've been hand painting most of my stuff anyway. If I can recreate a almost photo real look from painting, no longer do I need to fart around with the warp tool and finding the perfect photo to fart around with!
After I laid down my initial semi-random squiggles, it helped me to focus a bit more and continually think about each stroke, how it adds to the form. It also really helps me to look at a lot of reference before I start painting, to fill my brain, so I really get a good feeling for the structure of the wood grain. Hope that makes sense. :poly124:
Something I did a little while back, I didn't save my steps so I can't break it all the way down but I started out with photoref wood that was heavily manipulated, I used that to kind of trace grain patterns and do some color sampling.
Flat color with some large variation + AO = TF2
Deliberate visible brush strokes with hard edge brushes = also TF2
Impressionistic realism (read: not cartoon) = also TF2
- The brushes used look to be 100% opacity with next to no fuzzy edges. With the exception of certain stains & worn paint.
- Notice the inconsistencies in the gaps between the boards. Boards are not defined by thick dark perfect 15px boarders.
- Also notice the color pallet wood in TF2 is used mostly in the red base.
- See how they layer up the paint and the wood grain is mostly hinted at.
Using a smart blur or surface blur over a photo ref definitely gives you a good start point. Using a square brush helps a lot as well, I actually use the square brush for almost everything I do, not just the painterly stuff. frell, your stuff looks a bit soft, try being bolder with your strokes, and don't be too afraid to go at 100% opacity with a stroke.
Ambient occlusion is also very useful for the TF2 and BFH styles.
[iWi] , could you maybe write down a little step by step tutorial about how you made that wooden plank stuff. just out of curiousity.
basically the precise filter order, so to speak
[iWi] , could you maybe write down a little step by step tutorial about how you made that wooden plank stuff. just out of curiousity.
basically the precise filter order, so to speak
oups , I didn't take any notes of my wood "making of". There's many way to get some base of toonish texture. I've just played for fun.
It's in a eye - I mean there's NOT one rule (regulation or order to do). I think that depends also on a photosourcing.
In a fact - nothing special - just "filtering" & etc.
Nevertheless (iiiiiiiii I like this word :poly121: )
I still have the .psd file with all layers so I will look what I did = (approximately ).
[iWi] , could you maybe write down a little step by step tutorial about how you made that wooden plank stuff. just out of curiousity.
basically the precise filter order, so to speak
"In the early stages
of development, many of these 2D textures were physically painted
on canvas with watercolors and scanned to make texture maps. As
we refined the art style of the game, texture artists shifted to using
photorealistic reference images with a series of filters and digital
brush strokes applied to achieve the desired look of a physically
painted texture."
Replies
Generally, what those games did differently is painted their textures with a more painterly than illustrative style. So instead of painting details hyper-realistically or photo-sourcing, you'd want to think more about areas of color and value that suggest the important features of a surface. That red building in the screenshot is a good example.
More technically, they used half-Lambert and/or ramp shaders to render everything so that the lighting would complement that style of texturing better. If you're using 3ds Max, check out Xoliul's shader and Rollin's toon shader to get that effect in the viewport. There are tutorials around for setting it up in UDK as well, or you could import them into TF2 itself, I presume.
Aside from that, there's not really anything to it. It's just a style thing. If you're working on a texture and having trouble getting it to match that style, post it up so people can critique it.
frell, are you looking for techniques, shortcuts? Valve has entire whitepapers and presentations available online that cover their art direction and reasoning behind their art style, as well as explanations on how they went about implementing them. If you're looking for painting tutorials, there's a bunch of threads right here on polycount with excellent info and discussion (as well as wips) on handpainted textures.
RPG House - Hand painted textures
WIP - Hand Painted Texturing
WoW Cataclysm: Gilneas Building
There's tons more, too.
Fly, i was going towards more simple wood or brick like textures, and maybe some toony grass.
Lotekk, im mainly looking for where to start. For right now i mainly need something to guide me through the workflow for the first time, then i can put my own spins and styles on it.
EDIT: Just browsed through those links tekk, there was some helpful stuff in there, now i can get the courage to at least TRY to make one :P
Alright, hopped into photoshop and whipped up my first ever attempt. I was in a hurry because its getting late so i was just trying to see what brushes would help with what.
Pretty bad im aware, but im sure you guys could help with that
@DKK. you made my day with your nonsense
Also, good quote DKK xD i've used it once during a presentation.
http://encyclopediadramatica.com/Has_anyone_really_been_far_even_as_decided_to_use_even_go_want_to_do_look_more_like%3F
The best way to replicate the look of TF2 textures is to look at the textures themselves. This is a texture from the capture point in Nucleus. Notice that it has large areas of flat color, but there are also subtle gradations, rough brush strokes and baked ambient occlusion.
There's more to it than that, but that's the gist of it. Take a look at the Contribute! site they set up to get more info.
Or what I would do is grab a picture of a building, then do a de saturate and see where your values are coming from. You would then see the textures are quite flat in terms of value with saturation and hue giving most of the texture definition between materials, the areas where you see a change in value are the areas which are effected by the AO bake.
Good SHARP AO, crisp textures and brighter global lighting is what you would use to enhance it.
sry guys just had to ROFLOL :poly142:
@topic:
i never created this kind of textures, but i'd start analyzing the TF textures itself.
do it by using their modkit or using the 3dripper
perhaps you would notice, that their textures are like pastel colored and also lack of high detail.
so as already mentioned, using handpainting could do the trick.
on the other hand i wont totally exclude phototextures. perhaps photos can be somehow used as a "backplate" or template for your handpainted textures.
then again it could be helpful to use "painter" or "artrage" for the textures and then only use photoshop for image processing. since a real painting programm might better catch the "handbrushed" effect.
Oh I'd love to see/read that if you can recall where it is!
crasong: LOL thanks for the clarification. Made me laugh hahah
And here's a wood-painting tut from TmHunt:
An important thing for frell to note is the reason for the style. Aside from being pretty, it serves an important purpose as well:
Thanks everyone
HAHAHAH.... oh god this is the best sentence I have ever read.
Tracy & I were going to do a TF2 map a little while back and it seemed like a majority of the detail comes from an AO bake.
http://boards.polycount.net/showthread.php?t=71324
I used these, which are just slightly edited from the default hard round one.
Basic_Round_Brushes.abr - from Photoshop CS3
I also put a new page in my portfolio with a couple other textures.
@ [iWi]: cool idea. But the end result is a bit too bland I think. There's too much directionality in the lighting, you wouldn't be able to flip or rotate it on a model. And there's no woodgrain left, so it kind of looks like that plastic lumber they use for modern decks, the kind that's pressed in a mold.
its more time efficient i think is what they stated !
I sometimes use a similar method to get a base for tillable textures (wood, bark, brick) lately I've been hand painting most of my stuff anyway. If I can recreate a almost photo real look from painting, no longer do I need to fart around with the warp tool and finding the perfect photo to fart around with!
OMG thank you!
After I laid down my initial semi-random squiggles, it helped me to focus a bit more and continually think about each stroke, how it adds to the form. It also really helps me to look at a lot of reference before I start painting, to fill my brain, so I really get a good feeling for the structure of the wood grain. Hope that makes sense. :poly124:
this is wayyyyy cartoonier than TF2 stuff, btw
I guess its mainly their shader doing the work.
Deliberate visible brush strokes with hard edge brushes = also TF2
Impressionistic realism (read: not cartoon) = also TF2
- The brushes used look to be 100% opacity with next to no fuzzy edges. With the exception of certain stains & worn paint.
- Notice the inconsistencies in the gaps between the boards. Boards are not defined by thick dark perfect 15px boarders.
- Also notice the color pallet wood in TF2 is used mostly in the red base.
- See how they layer up the paint and the wood grain is mostly hinted at.
It's pretty simple, but I think it works as a nice place to start painting over.
Ambient occlusion is also very useful for the TF2 and BFH styles.
That is an old 4chan quote, give credits where its due I am amazed guys havent seen it before. Its like internet legendary
basically the precise filter order, so to speak
yeah I know , You're right. :poly142:
It was realy speeding exemple.
oups , I didn't take any notes of my wood "making of". There's many way to get some base of toonish texture. I've just played for fun.
It's in a eye - I mean there's NOT one rule (regulation or order to do). I think that depends also on a photosourcing.
In a fact - nothing special - just "filtering" & etc.
Nevertheless (iiiiiiiii I like this word :poly121: )
I still have the .psd file with all layers so I will look what I did = (approximately ).
http://boards.polycount.net/showthread.php?t=71324
of development, many of these 2D textures were physically painted
on canvas with watercolors and scanned to make texture maps. As
we refined the art style of the game, texture artists shifted to using
photorealistic reference images with a series of filters and digital
brush strokes applied to achieve the desired look of a physically
painted texture."
i wonder if they used any hl2 textures