Hi, having a bit of an issue with this texture, I think the cracks are working well, but the surface of the tiles are lacking definition, and wondered if anyone had any tips, or even a paintover?
Also, your cracks look really artificial. More like they're just sitting on the surface. A crack should indicated that the object has been split/broken into more than one element. Look at JFletchers tutorial for reference to this. Each broken segment has it's own shading, which adds depth and makes it looks more as though they're "chunks" adjacent to one another, rather than still being one single piece.
Ok completely re-working my method and starting fresh, think this one's turning out a lot better than before. Crit's very welcome, wanna get this looking as good as possible.
If the tutorials people posted above dont click with you then maybe try these, i personally found this stuff very helpful when learning about materials and hand painted textures.
The links and help above though is good and if it helps you great!
I found allot of this complicated when i started since i am fairly new to Photoshop so i did everything in stages, all base, all cracks, all highlights on a separate layer ect.
Orb's Crasher <-- this was a big help to me! his damage reads really well.
Hope some of this is helpful to you!
Really love Clive by the way so gogoogogogogoogo! Can't wait
One verry important rule is always to put alot of time into each part. if you rush them they will look bland - and lack detail and your geometry will have to have alot more polys instead of a lowpoly that looks highpoly because of the textures. Torchlight is a good example.
And after that you should try the one posted above with the smudge. you need a basic understanding before you start smudging tho
Hmnn ok, perhaps to get round the obvious tiling I will have a variant texture with a bigger rock formation and use it alongside these? Talking of variant textures I figured I'd try a wall.
Don't particularly want to triple post, but slipping off the front page is so quick and I do at least have new content to show.
However I'm not sure how well the material of the sail reads, any ideas?
I think the wood on the ship is a little to dark(maybe its because there are no lights in the scene?) I would also look at the stretching in the front of the ship. but overall it looks ok
Replies
http://www.polycount.com/forum/showpost.php?p=1415464&postcount=46
Also, your cracks look really artificial. More like they're just sitting on the surface. A crack should indicated that the object has been split/broken into more than one element. Look at JFletchers tutorial for reference to this. Each broken segment has it's own shading, which adds depth and makes it looks more as though they're "chunks" adjacent to one another, rather than still being one single piece.
If the tutorials people posted above dont click with you then maybe try these, i personally found this stuff very helpful when learning about materials and hand painted textures.
The links and help above though is good and if it helps you great!
I found allot of this complicated when i started since i am fairly new to Photoshop so i did everything in stages, all base, all cracks, all highlights on a separate layer ect.
Orb's Crasher <-- this was a big help to me! his damage reads really well.
Hope some of this is helpful to you!
Really love Clive by the way so gogoogogogogoogo! Can't wait
Visit these threads :
http://www.polycount.com/forum/showthread.php?t=87797 - Alot of information regarding stylized texturing.
http://www.polycount.com/forum/showthread.php?t=68601 - Different examples regarding painted textures also this guys a beast when it comes to stuff like this.
http://www.polycount.com/forum/showthread.php?t=71942 almost a step by stech of differnet techniques.
http://www.polycount.com/forum/showthread.php?t=75700 more information !
http://www.polycount.com/forum/showthread.php?t=68416 Again - even more information
One verry important rule is always to put alot of time into each part. if you rush them they will look bland - and lack detail and your geometry will have to have alot more polys instead of a lowpoly that looks highpoly because of the textures. Torchlight is a good example.
And after that you should try the one posted above with the smudge. you need a basic understanding before you start smudging tho
np, i just wanted u to look att what those threads explain. You will have a better understanding of how to do it.
Also i hope i didnt come off as a :poly127::poly127::poly127: it was just a quick response ! :poly142:
From deviant art : http://browse.deviantart.com/resources/tutorials/digiart/dpadigi/photoshop/?order=9&offset=24#/d1i55ag
And this one is usefull once u grasp collor mixing.
http://www.polycount.com/forum/showthread.php?t=89131
Update, I have done another in a similar vein, but added 2 transitions between it and snow.
However I'm not sure how well the material of the sail reads, any ideas?