Author : ysalex


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Jessica Dinh's Avatar
Old (#51)
Ohh, I see what you're saying, thanks jeffro! Yes, this texture will be on the platform beneath the well, so I will tone down the lighting. I will prolly tone down the chips too, and detail the surface more - the texture is still pretty wip and I am gonna add more tiles to it also.
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linkov's Avatar
Old (#52)
Quote:
Originally Posted by Jessica Dinh View Post
(although not too many - I initially only had one tile because I wanted the stones to be big)
I'm not sure how amount of tiles can affect size of the stones. Its all about finding proper scale for UV chunks. Scaling them down will make stones look larger, and you still have other benefits. The only issue here is texel density. If you scale down UV chunks too much, texture will appear as lowres compared to nearby parts. But you can solve it by making texture larger. If 1 tile = 128*128 then for 4 tiles make it 256*256 and so on.
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gilesruscoe's Avatar
Old (#53)
i think the "bathroom tile" effect is coming from how sharp your corners are, and that every tile is pefectly square, i'd try to crack some of them in half, and bring more variation to where the corners intersect.
Realllll shitty paint over, but you get the idea
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Jessica Dinh's Avatar
Old (#54)
Quote:
But you can solve it by making texture larger. If 1 tile = 128*128 then for 4 tiles make it 256*256 and so on.
Wow, that makes so much sense, I didn't think of that! Ok, now I can tile without worries xD
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Jessica Dinh's Avatar
Old (#55)
Gilesruscoe - I really appreciate the paintover [: I will definitely put it to use as I continue working on this texture.
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Isaiah Sherman's Avatar
Old (#56)
Break up the silhouettes of each of the squares. It looks like bathroom tile because they all match up on an even line.

If you look at my attachment, you can see each of the bricks has a unique shape, if even by a little bit.
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File Type: jpg FloorsRegular0052_S.jpg (132.1 KB, 458 views)
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Dan!'s Avatar
Old (#57)
another thing to take from haiasi's reference is the placement of large/mid range stress cracks- currently your rocks look like a swordsman came along and slashed at the stones edges leaving lots of sharp almost uniform gashes on the edges. Instead I would think about areas of stress and deterioration which tend to be caused by weight and ground settlement. the rendering seems nice enough though.
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Jessica Dinh's Avatar
Old (#58)
Thanks Halasi - I think I just needed to add more tiles to achieve that effect, which I'm doing now That reference is very helpful.

Lol Dan! xD Ok I will go lightly on the sword slashes and think more about dips and wear now. Update coming soon.
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djohnsen's Avatar
Old (#59)
This thread is helping me a bunch as i am starting to really get into hand painted textures.
I just wanted to say thanks and tell you how awesome it is to see you improving!

Keep up the good work!
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Jessica Dinh's Avatar
Old (#60)
Aw, thanks djohnsen I'm really glad this thread has been helping you out too! Hope to see some work from you sometime.
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Jessica Dinh's Avatar
Old (#61)
Ok, that took a long time haha. Here is my stone tileable:



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Here it is, shown tiling:



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Now that I look at it, I'm not exactly sure how it's gonna align correctly on the platform mesh, since the stones no longer make straight lines. I think what I'm gonna have to do is cut straight lines everywhere, but I'll do that laterr haha . . . and then I can keep this texture here for something else, like interior flooring. Why do I notice these things at the very end?? -__-

I'm currently working on the roof tileable. Critique and comments welcome!

Last edited by Jessica Dinh; 08-28-2011 at 01:11 AM..
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gilesruscoe's Avatar
Old (#62)
very nice! came out lookin good :p new pattern works alot better
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paradise.engineering's Avatar
Old (#63)
yeah new pattern is a lot more creative, loving your progress!
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Jeff Parrott's Avatar
Old (#64)
Painted real well the large, darker stone value could be closer to the rest of the stones. It sticks out a lot. Otherwise this is great. Really nice job.
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linkov's Avatar
Old (#65)
Quote:
Originally Posted by Jessica Dinh View Post
Now that I look at it, I'm not exactly sure how it's gonna align correctly on the platform mesh, since the stones no longer make straight lines. I think what I'm gonna have to do is cut straight lines everywhere, but I'll do that laterr
here is little trick you could use. I think its pretty self-expanatory, but feel free to ask =)

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Sectaurs's Avatar
Old (#66)
nice! linkov nailed it, this is how tiling textures are used.

depending on your mesh, often you'll only need things to tile left and right. the full 360 tiling is mainly used for ground textures and basic walls, things that cover large areas. looking at your model, i don't really see the need for that kind.

for the texture, i'd love to see some color in there. keep it subtle, but some color in the light/shadow would help.

also, watch the edges. you have an awful lot of splits/cuts on the edges. almost more like wood than stone. stone doesn't really do that, unless someone has been running around swinging a very strong axe at every paver.
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Baddcog's Avatar
Old (#67)
That tex is awesome!

You can also build your mesh around it to a degree. The base doesn't have to be exactly square does it?

Try making a plane, put the tex on it, then use the shape tool to trace around the stones for a non-square shape. Then extrude it for thickness, touch up UV's.
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Quack!'s Avatar
Old (#68)
Quote:
Originally Posted by Jessica Dinh View Post
Also, another question: when texturing in this tiling method, should all the uv shells on the model still be pretty normalized to each other?
Yes. One of the most jarring things you can do is have two objects sitting next to each other at different texel densities. Try to keep the texel density as close to each other as possible.

Great work so far and great improvement on that ground texture.
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sybrix's Avatar
Old (#69)
Just wanted to say that the explanations on how to use tileable textures in here is immensely helpful. I always had trouble understanding how to utilize them on things other than floors, walls, etc. Thanks a lot!

Jessica, I'm really enjoying watching you progress. Your hand painted textures look amazing so far. Really eager to see the finished product.

One very minor critique, like Sectaurs said, the wear at the edge of the stones looks like the sort of splits that a bladed edge would make. And stone doesn't really give like that, it would chip instead. And erode with time. Like this: ( apologies if the text hurts your eyes I was in a hurry >.> )


Last edited by sybrix; 08-28-2011 at 02:41 PM..
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Devin Busha's Avatar
Old (#70)
Great progress and super useful info in this thread. Keep it up!
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Jessica Dinh's Avatar
Old (#71)
Wow, thanks so much for the comments and help guys. linkov, that picture is worth a thousand words - I totally see what you mean! xD

Sectaurs, I will definitely add some subtle color in there, although I am intentionally keeping the overall palette of this particular texture pretty desaturated because I want to make the cobblestone tileable much more colorful in comparison.

Baddcog, I will play around with my mesh later to see how I can match it up with the texture better. I like your idea about tracing a plane for it!

Quack - thanks for explaining about texel densities. I thought everything should be pretty normalized haha.

And thanks Sybrix! Looks like I still need to take it easy on the slashes and go for chipping and erosion instead. I will post a revised stone texture when I post the roof texture - probably some time tomorrow.
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SimonT's Avatar
Old (#72)
that texture looks awesome!!
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Jessica Dinh's Avatar
Old (#73)
Hey Simon! Thanks! I'm still alive guys xD The semester started, so I have to kick my butt into gear for the bigger picture now. I'm starting into my environment (first environment! nervous..), although I will be sticking the well in there, so it'll get done eventually too. Here's an update on the stone texture for the well base. Took out a bunch of the cracks, and put some blue in the shadows and peachy warm in the light. I like it much better now, so thank you for all the crits :



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Here's a brief of my environment. It's going to be made in 3Ds Max and UDK. I want it to have a pretty fun feel. Mostly it's going to be an organic place, with an emphasis on the foliage and landscape as opposed to manmade structures. There will only be a handful of the structures (for example, the well, and maybe some inn or something I haven't quite thought of yet), and they will be kindof integrated into nature, like kinda covered by grasses and vines, etc. (I guess I'd do that with floating alphas since the structures are using tileables too?) My inspiration is spring in the Tuscan countryside, so there will be rolling hills and a lot of green, and I have picked a couple of the dominant trees and plants to elaborate on. I have collected a lot of reference! Below is my sketch, as well as my study sheets and a color key:



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Currently I am sculpting my terrain, as well as working on the tileables for it. I plan on creating 7 terrain textures:

sand
grass
lake pebbles (I'm gonna attempt a small body of water, heh)
smooth rock (for the cliff faces)
cracked rock (for crevice areas and general variation)
transitionary texture between sand and grass
transitionary texture between sand and lake pebbles

So far I have four of those textures below. Critique and comments appreciated!

Smooth Rock



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Cracked Rock



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Grass



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Sand



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Last edited by Jessica Dinh; 09-11-2011 at 01:22 AM..
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jaalto's Avatar
Old (#74)
Looking better and better .. For cracked rock I'd add more volume to make it look a bit sharper from here and there.

Fast paintover



edit: Forgot to mention that I love that environment concept ... Colors are spot on.

Last edited by jaalto; 09-11-2011 at 02:23 AM..
oh snap!
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Jessica Dinh's Avatar
Old (#75)
Holy shit nice paintover, I will do this haha.
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