Damn steel, has this always been pinned, and that I never noticed?
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I am the bone of my sword
Steel is my body, and fire is my blood
I have created over a thousand blades
Unknown to death, Nor known to life
Have withstood pain to create many weapons
Yet, those hands will never hold anything
So as I pray, Unlimited Blade Works
Awww c'mon. Just a few quick tips. They've been bugging me for days now :sad.gif:
I'm up to my elbows in the first terrain png guide/derivative textures section(s) at the moment, so I really don't have time to go into detail on pine needles (and I would end up going into great detail, accompanied by drawings-- I can't help myself. :tongue.gif:)
Besides, I may end up refining what I want to say later. :smile.gif:
1)What are your favorite techniques and tricks for basic texturing problems, such as correcting tiling issues and creating the 'feel' of certain materials (wood, stone, etc)?
Tiling: Photoshop's Filter -> Other -> Offset is a life-saver.
Wood -- for logs, ensure they have correct shading to make them look more round, make them a deep to light brown, fairly smooth adn perhaps a little noise. Definitely some grains in the wood (usually I use Filter -> Render -> Fibres for that).
For planks, I just start with a good start colour, add the cracks or gaps or whatever, add shading, a bumpmap (not usually necessary), a touch of blur and a little sprinkle of noise.
For stone, just start out with a grey, and either Render -> Clouds for colour distribution, or just put some random (but very faint) patches of light and dark on your stone. Then, add a small amount of noise to your preference.
The others... well, grass is the only other really distinct one. I just messed around with some thin brush strokes slightly darker than the background color, occasionally interleaving some brighter strokes and then just blur it a bit and occasionally a bit of noise, but only if its a realistic grass.
2)Time to reveal your juiciest texturing secrets! What is the one brush/filter/technique/approach you couldn't live without? Why is it so awesome? 1)What are your favorite techniques and tricks for basic texturing problems, such as correcting tiling issues and creating the 'feel' of certain materials (wood, stone, etc)?
2)Time to reveal your juiciest texturing secrets! What is the one brush/filter/technique/approach you couldn't live without? Why is it so awesome?
Alright... I'm gonna say at first the Brightness/Contrast or Hue/Saturation dialogs are really useful. Second would be Lighting Effects (useful for bumpmaps), and third would be Noise. A small touch of noise helps you create that realistic feel, but I never go above 8% of noise, and that's usually for "natural" sprites (saplings, etc). No more than 4-5% of noise for standard terrain tiles. Usually only about 1-2%.
Noise helps create the realistic feel without being painstaking in your colour choice and picking random shading and such. Too much just looks dreadful though. Make sure you like how it looks.
Oh, right. Depends on the program you use. A quick run-down:
If you have Photoshop, go Filter -> Other -> Offset. Pick number for both X and Y that is exactly half your resolution (i.e. for 16x its 8, for 32x its 16, etc). If it turns out weird with bits of your tile missing, Undo it and copy-paste the texture into a New file so you can work on it separately. Once you've got the offset worked out, look for any noticeable edges running through the middle of the texture. If you find any, try to patch them up. Healing Brush is actually a help here in most cases, but usually a Paintbrush will suffice.
For GIMP, follow the above, but I think the offset is under Image -> offset or something like that.
For Paint.Net, just make a new document about 4x the size of your original, and paste your texture into it 4 times, so they're in a 4x4 grid. Look for noticeable edges and such and try to fix them. This method can be used in photoshop or GIMP as well, it's up to you.
Stuff you want to avoid when working on tiling: obvious, standing-out bright or dark patches, obvious shapes, noticeable colors, etc. Make the texture look as uniform as possible although unique.