|
created How to hand-paint a rock/cave texture ?
on 09-23-2011 12:24 AM
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 :-)
|
, spline,
104 Posts,
Join Date Apr 2011,
|
Can you attach some reference material of what you have in mind, Photos/hand painted textures ?
i will try to help you out.
|
, triangle,
308 Posts,
Join Date Jul 2010,
Location Stockholm,Sweden
|
It is really hard to find some good reference images of a cave, or I just don't know where to look  .
Here's an image from diablo3, the slope under the monk:
http://www.planetdiablo.com/images/i...inthemines.jpg
Here's an other image from diablo3, the rocks on the left side:
http://www.planetdiablo.com/images/i...s-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.
|
, spline,
104 Posts,
Join Date Apr 2011,
, Polycount.com Editor,
6,674 Posts,
Join Date Oct 2004,
Location Boston USA
|
A wild link appears!
http://www.polycount.com/forum/showthread.php?t=88996
2nd page has a nice step-through of their process.
|
, polycounter,
1,245 Posts,
Join Date Apr 2006,
Location Staffordshire, UK
|
Thanks for the link, but I'm already familiar with the tutorials.
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).
Last edited by Ashaman73; 09-23-2011 at 07:53 AM..
|
, spline,
104 Posts,
Join Date Apr 2011,
|
maybe this will help. captured some of my steps.
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.

Last edited by Sectaurs; 09-23-2011 at 10:41 AM..
|
, veteran polycounter,
3,849 Posts,
Join Date Oct 2004,
Location Maynard, MA
|
Sectaurs: Wow that looks really nice. I love the subtle colours in the rock. Did you colour pick those colours from the original photo?
|
, polycounter,
1,101 Posts,
Join Date Sep 2007,
Location Widgee, Australia
|
Sectaurs, wow ...
Ok, this one inspired me to start the following texture (still grayscale). Well.. currently it looks more like a flesh wound than rock..

|
, spline,
104 Posts,
Join Date Apr 2011,
|
added the original photo. colors originated from the source, but once i painted over it i never referenced it again - i would pick from what i had or add more.
|
, veteran polycounter,
3,849 Posts,
Join Date Oct 2004,
Location Maynard, MA
|
I wanted to see the process layered on top of each other, I learned a lot from it, thanks! So I made a gif of it in case it would help others.

|
, Polycount.com Editor,
13,904 Posts,
Join Date Oct 2004,
Location Seattle, Wa
|
Quote:
Originally Posted by Ashaman73
Sectaurs, wow ...
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.
|
, null,
12 Posts,
Join Date Oct 2010,
|
Sectaurs, your example helped me alot. I would love to reproduce such textures, but I think that I need a few more decades of practise to create such great art.
In the meantime I have created this:

It is not finished yet, but the stylized direction should be clear. C&C are welcome.
|
, spline,
104 Posts,
Join Date Apr 2011,
|
Looks like cracked earth
|
, card carrying polycounter,
2,168 Posts,
Join Date Mar 2010,
Location Were I can art
|
@AShaman: I think you're lacking a sense of depth. Your texture gives the sense of a flat surface with cracks in it. Dygert's has a sense of more variation in height beyond the cracks. Looking forward to seeing more progress on this! 
|
, triangle,
412 Posts,
Join Date Oct 2009,
Location Guildford, UK
|
The lack of depth comes from the color, the strokes aren't following the lines and contours, so they're not faking or giving anything. Some of them are even 'floating' on the cracks, which looks very cheap and makes no sense function wise.
I would suggest doing either and overlay or multiply on your colors, or put them 'under' your cracks.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
|
, veteran polycounter,
4,501 Posts,
Join Date Apr 2011,
Location Canada
|
Cracked earth... lacking depth.. back to the canvas.
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
Feel free to C & C, I'm here to learn 
|
, spline,
104 Posts,
Join Date Apr 2011,
|
what reference are you using? what kind of rock are you trying to make?
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!

Last edited by Sectaurs; 09-26-2011 at 03:20 PM..
|
, veteran polycounter,
3,849 Posts,
Join Date Oct 2004,
Location Maynard, MA
|
Back again with an update. My next attempt with some in between steps and two ingame screenshots:
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. 
|
, spline,
104 Posts,
Join Date Apr 2011,
|
i think it looked better in step 6 before you did whatever you did to destroy the color and values in 7. there are better ways to make it brown without losing all the information you painted previously.
this thread should probably be moved to p&p
Last edited by Sectaurs; 09-30-2011 at 08:38 AM..
|
, veteran polycounter,
3,849 Posts,
Join Date Oct 2004,
Location Maynard, MA
|
This could be of some mild help !

|
, line,
87 Posts,
Join Date Jul 2009,
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|