I want to create a tiled texture to texture a cave dungeon. The texture direction is hand-painted, wow like. I've looked for tutorials, but most are about either sculpting the surface or using photo sourced textures and lot of filters.
I've not so much of a problem when the wall consists of single stones or bricks, but I don't know how to approach a rock/cave like texture. Looking at reference photos I only see lot of small details , I'm currently lacking the ability to catch the core features of the rock and to translate this to some painting technique.
Any help will be appreciated :-)
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Here's an image from diablo3, the slope under the monk:
http://www.planetdiablo.com/images/image.asp?/diablo3/gallery/screenshots/monk/monkinthemines.jpg
Here's an other image from diablo3, the rocks on the left side:
http://www.planetdiablo.com/images/image.asp?/diablo3/gallery/screenshots/barbarian/hammerancients-overseer.jpg
I'm not trying to exactly match this visual style (due to lacking such great texturing skills), but I want to apply a hand-painted touch to all my textures.
http://wiki.polycount.com/TexturingTutorials#Painting_Stylistic_Textures
http://wiki.polycount.com/CategoryConceptFundamentals
http://www.polycount.com/forum/showthread.php?t=88996
2nd page has a nice step-through of their process.
This is my current attempt(experimentation level):
Here's an other texture I made to estimate my current skill level:
Edit: ah the work of Orb and alloa on Crasher and DeathMonsters. Fantastic art ! But I'm not looking for sculptered model/textures. I think that the workflow for such texture is quite different to the one I'm trying to achive: create a tileable, painted (and stylized) texture and apply it to a model later (or create the model with the texture in mind, i.e. a modular set).
i missed the first step, which was to find a rock texture i like on cgtextures or similar site, and paint over it so that i only kept the large forms. when i get home, i'll try and whip up something a bit more clear.
Ok, this one inspired me to start the following texture (still grayscale). Well.. currently it looks more like a flesh wound than rock..
I think you should try to harden those edges a bit, so it doesnt look like organic stuff.
In the meantime I have created this:
It is not finished yet, but the stylized direction should be clear. C&C are welcome.
I would suggest doing either and overlay or multiply on your colors, or put them 'under' your cracks.
I'm really struckling to get a rock wall on a tiled wall... for one I have a problem with perspective. Nevermind, here's my next attempt :poly122:
Feel free to C & C, I'm here to learn :poly121:
i think your previous attempt was more successful. you just need to keep working at it.
first step!
sketch the lines. get reference, see how rocks are formed, find your shapes. this is where your texture currently sits. i don't think the lines and cracks you have are working very well, though. they feel jagged and noisy and don't flow. no rhythm. try to avoid a lot of cracks that run counter to the rest of the rocks and end abruptly.
reference is key in this step. iteration should be fast. keep sketching until it feels 'right'.
second step!
define your large forms first. establish the rhythm of your texture. this can also be done incredibly quickly - in my paintover it took roughly 5 seconds and you can immediately tell where you're going with this. grab a light color, grab a dark color, and go nuts. blur your eyes, do the forms read? iterate on this until you're happy.
third step!
now it's all matter of pushing up your sleeves and painting. define the forms you just created. third step is vague and huge, but i believe in you!
super-fast paint-over!
Ingame:
I've tried to regard all tips sofar. I'm still struggling to find a references which meet my stylized vision, therefor I took the already posted diablo3 screenshots as reference (brown rock). I started with a general flow, went over to paint in the edges and more details and finally do a wild re-coloring (-> JFletchers tutorial).
Thought I need to clean it up and add some more details, but sofar I'm quite happy with the look.
Still, comments and critiques are welcome. :poly122:
this thread should probably be moved to p&p