I Agree with Alec it looks greyscale just colored, also still has a filterish look to it. I don't know the actual process of creating TF2 textures at Valve but they look pretty hand painted
Maybe you could use yours as a base then paint on it?
I would definitely start with this then do a quick painting pass on it to liven the texture up a bit. The filtered look I can live with, but its really without intent other than 1 basic colour and some wood shapes.
Fairly good tutorial! I've seen a few of these filter processes to get TF2 style textures but this one has the best results that I've seen yet. I agree it may need a bit of a paint over though just to get away from the monochrome look. Whenever I start the TF2 project I've been meaning to start the last two years (Probably when at least one of the mods I'm working on is released) I'll definitely use this for my custom texture needs.
This really depends on the texture that you begin with as well. I've seen numerous ideas around this topic, and they all work differently depending on the situation. You could try not desaturating in the beginning... maybe that will retain some of the color differences.
That's really good. I had a go myself. At the end I did Guassian blur by 2.0 but that blurred it a lot. Was that correct?
NO.
I think that You've made mistake.
The right way is FILTER/SHARPEN/SMART SHARPEN => ( with value by "default", "100%", "2" ,Gaussian Blur )
Thanks for Yours replies guys. :thumbup:
Yes , I agree that this is the fast way how to get " BASIC" texture from photosource which You can take as reference to paint or overpaint.
That's the goal.
Greyscale or Not - I think that's individual choice , nothing bad there.
Personally I'm satisfied with the result and could be interesting to make some test in a SOURCE ENGINE or in UDK with polyphobia's cell shader http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3
Whatever a last night I've continued to play with my texture to get
some bump on it.
I think that now I move away from TF 2 style but I like the result.
Yeah , I know that You're polycounter but I could not remember Your nickname here.
Excuse me Neox. I like a lot Your work at AIRBORN .
Do You use at AIRBORN Your cell shader ?
Coming from an illustration background, I turn my nose up everytime I see someone using cutout or autotrace But for a rough and ready, pseudo illustrated look for a texture? It seems not too bad actually. And let's say if you do need to create a lot of textures in a hurry etc.
The basic colourisation looks horrible, but with the basic shapes and contrast there, you could get it looking pretty good with some proper colour work.
not the one from the tutorial but yeah, the base is the same, we changed it quite a lot over time, added things, removed things, tweaked stuff, but the very base, the half lambert term is still the same
Replies
Maybe you could use yours as a base then paint on it?
Nice little mini-tut.
I think that You've made mistake.
The right way is
FILTER/SHARPEN/SMART SHARPEN => ( with value by "default", "100%", "2" ,Gaussian Blur )
Thanks for Yours replies guys. :thumbup:
Yes , I agree that this is the fast way how to get " BASIC" texture from photosource which You can take as reference to paint or overpaint.
That's the goal.
Greyscale or Not - I think that's individual choice , nothing bad there.
Personally I'm satisfied with the result and could be interesting to make some test in a SOURCE ENGINE or in UDK with polyphobia's cell shader
http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3
Whatever a last night I've continued to play with my texture to get
some bump on it.
I think that now I move away from TF 2 style but I like the result.
Excuse me Neox. I like a lot Your work at AIRBORN .
Do You use at AIRBORN Your cell shader ?
The basic colourisation looks horrible, but with the basic shapes and contrast there, you could get it looking pretty good with some proper colour work.
Taking a look at some TF2 textures and using the source image, I thought this would get me close.
not the one from the tutorial but yeah, the base is the same, we changed it quite a lot over time, added things, removed things, tweaked stuff, but the very base, the half lambert term is still the same