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Topic : "Idustrial Texture Tutorial" |
ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jun 24, 2001 2:24 am |
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Industrial Texture creation tutorial
The Flourescent Tracklight:
I simply want to preface this by saying that this is drafted as a stream of consciousness type document at 3AM. It might seem to make no sense at parts as my mind has a tendancy to wander...In the beginning I'll hold your hand as to how I do everything tiny step by step, but then I'll lose patience and write terse descriptions of each step, then I'll just caption screen shots probably...
1. You begin by figuring out what materials your texture is going to be made out of, then open the photosource, or pre-crafted art assests.
In this case we begin by getting some dirty type textures that will represent the concrete. Perhaps some metal textures, some pre-crafted rivets? The ubiquitous warning stripe?
**important note**
Remember that all pre-crafted texture patterns must be created at resolutions that are multiples of 8. Preferably 64x64pixels, or 128x128. These can then be used in your textures and tiled seamlessly without undue hand adjustment of scale, or tiling for each texture! For example the warning stripe texture was created before this particular texture, at 128x128. Whenever I create a texture for this set from now on, Ill just be able to load this up, create a layer in photoshop with the masking I need, and select "edit/fill/pattern 100%"
2. Create the background layer. It should be something very simple. In this case, Im going to create a very uniform slightly textured concrete since that will serve as the base of our image.
I started by creating a texture in a rectangular size of 256x128. I then used the noise filter in photoshop to create some black and white noise. I then blurred it, and embossed it, to give the illusion of some random surface texture. I then colorized it usign the Hue/Saturation command.
A light tan color will do.
3. Add surface details to our background layer. Ive decided that this is a very cracked chunk of 'crete and so is covered by cracks and holes.
I simply clip off a nice tasty piece of one of my stock "dirty" textures at the size of my new texture.
To do this use the rectangular marquee tool in photoshop and in the style window select "fixed size".
Enter the values of our texture. In this case, 256x128. Select a reference sample that is nice and rich with detail, but without too many tiling artifacts.(areas of the texture that when replicated stand out, and create an obvious pattern at distance)
4. Paste this clip onto our project on a new layer. The name isnt important. If you've got time to type layer names, your not making enough textures.
I usually set my "dirty details" layer to hard light, or possibly multiply.
5. In this texture Ive decided it will have metal rails on the outer edge, with rivets(a staple of the cliche' industrial texture)
The shape I want to be something that conforms to the shape of the light and its housing, so I crate a new layer that will have a small bludge in the middle allowing for placement of a long flourescent light.
These metal rails have to have lighting on them, just the same as the rivets and the lighting housing and the 'crete.
** MANY PEOPLE SAY IT IS BAD TO INCORPORATE LIGHTING INFORMATION INTO TEXTURE MAPS. MANY 3D ENGINES ARE CAPABLE OF PRODUCING LIGHTING EFFECTS OF THIER OWN. MY OPINION IS THAT NOT ALL ENGINES HAVE THIS CAPABILITY, AND ALSO THAT TEXTURES ARE FOR REPRESENTING IMAGERY THAT IS TOO DETAILED TO BE PRODUCED WITH GEOMETRY. THE ENGINES LIGHTING ALGORYTHMS LIGHT GEOMETRY, NOT SURFACE DETAIL. UNLESS YOU ARE DOING THIS FOR A 3D-STUDIO RENDERING, WHERE YOU HAVE THE LUXURY OF SPECULARITY AND BUMP MAPPING, SELF ILLUMINATION AND ENVIRONMENT MAPPING, AND ALL THE OTHER NEAT TRICKS, YOU MUST INCORPORATE THESE THINGS INTO YOUR TEXTURE.
END OF OPINION LECTURE**
6: We muse create a grayscale image that represents the depth of the image element we are working on for each layer. Im going to make a bevel for the rails layer.
I then create a layer mask of this grayscape image on the metal rails layer. Again select the transparency of this layer, and use the "render/lighting effects" filter with the texture set to the layer trans. then adjust the lighting variables you your liking, and render it.
Viola. Your layer has just been lit as it would have been in life. Or close enough anyhow. Do this again for the light housing.
7. Create a layer above our rails and fill it with the stripe texture. Set this layer to overlay@100. Press Ctrl+G to group this with the rails.
Create a duplicate of this layer and fill it with another randomly chosen dirty clip of the appropriate size. Tweak opacities, and color balances of these two layers to your satisfaction. Next create a new layer and click w/mouse @100% opacity anywhere on the screen. Then enter the layer effects menu and select a sharp inner bevel, and a black outer glow for a shadow. This is your first rivet. Duplicate and reposition, repeat until satisfied. Then link all rivets layers and merge them to avoid menu clutter.
[ June 24, 2001: Message edited by: ScoobyDoo ] |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jun 24, 2001 2:57 am |
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8. Create a new layer, and use the marquee tool to select an a
rea the will be the blub of the fixture. fill this marquee with a linear gradient, light in the middle, dark at the edges. This is the blub.
9. Create yet another layer over this one, and begin to draw with the airbrush very lightly with a light color over the image center to represent a little glare/glow from the bulb. Make a duplicate layer and set it to color dodge, then adjust opacities until happy.
10. I also went a step further and did a hue/sat adjustment on the metal rails base layer to make it a tad red, so that when combined the metal would have a much redder, rustier type appearance. I also created an adjustment layer set to "levels" so that I could tweak the balance of my image.
If you follow this tutorial please, post your results! |
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ceenda member
Member # Joined: 27 Jun 2000 Posts: 2030
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Posted: Sun Jun 24, 2001 3:08 am |
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Excellent tutorial, thankyou very much!
[ June 24, 2001: Message edited by: ceenda ] |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jun 24, 2001 3:10 am |
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Wow I didnt expect anybody to reply this late... We're night owls eh Ceenda? |
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Shaded member
Member # Joined: 22 Oct 2000 Posts: 413 Location: Toronto
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Posted: Sun Jun 24, 2001 3:11 am |
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Very helpful! Thank you, Scooby. |
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mk member
Member # Joined: 10 Dec 2000 Posts: 106 Location: Langen, Germany
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Posted: Sun Jun 24, 2001 4:39 am |
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its okay you put the light in it...
Specular Highlights are still a problem for the "modern" engines. They have still problems returning the feel of a material. Wood, Steel, Plastic are only definied by the color Texture. On the other hand, spec. Highlights only looking good together with Bumpmaps. Well... the Programers still have some work to do ![](images/smiles/icon_smile.gif) |
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Svanur member
Member # Joined: 14 Aug 2000 Posts: 541 Location: Reykjavik, Iceland
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Posted: Sun Jun 24, 2001 4:49 am |
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Thank you so very much, I was wondering how you did them. |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Sun Jun 24, 2001 9:36 am |
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mk: with the new DX8 and OpenGL "pixel shader" extensions and such, (as soon as more cards start supporting that stuff), materials will hopefully look much better if the hard work is put into it. In fact, the problem is mostly the game developer/artist that doesn't put enough effort into materials. You can easily have specular masks, normal maps for per-pixel lighting, etc... sure they are no BRDFs, but it's better than what most games use. The technology is there to do some very nice stuff... |
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Farwalker member
Member # Joined: 20 Feb 2000 Posts: 228 Location: Las Vegas, NV
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Posted: Sun Jun 24, 2001 9:44 am |
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Nice work ScoobyDoo. Thanks for posting it.
I see your in Vegas also? ![](images/smiles/icon_smile.gif) |
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v1510nAry member
Member # Joined: 31 Dec 2000 Posts: 611 Location: London , England
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Posted: Sun Jun 24, 2001 12:57 pm |
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Great work there ![](images/smiles/icon_smile.gif) |
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gekitsu member
Member # Joined: 25 Jun 2001 Posts: 239 Location: germany
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Posted: Sun Jul 22, 2001 7:15 am |
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sweet one |
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Freddio Administrator
Member # Joined: 29 Dec 1999 Posts: 2078 Location: Australia
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PlantMan member
Member # Joined: 22 Feb 2001 Posts: 176 Location: Brighton, England
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Posted: Sun Jul 22, 2001 1:40 pm |
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Yikes, that was a nice tutorial, there should be more of this!
Here is my own:
Metropolis Street Racer Texture Tutorial:
1. Walk or bus or skate or run into town to your nearest Jessops or equivalent photographic store.
2. Purchase a digital camera. Any piece of shit one will do. Mug your boss for some cash if you have to.
3. Fly all around the world, get drunk, experiment with foriegn chat up lines and take photos of the sites.
4. Stick these photos onto 3D buildings et voila! You have a v successful game.
5.If there is any corroded metal or flourescent strip lights in your photo set; then you are doubly blessed.
Yepa ? |
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Tron member
Member # Joined: 15 Dec 2000 Posts: 118
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Posted: Sun Jul 22, 2001 3:52 pm |
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thank you very much! i have always been wondering hoe to creat those textures.
very interesting.
TRON |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 5:18 pm |
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weak sauce. try again. that looks so half assed it's not even fun. the bevel-like stuff makes me want to cry. |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jul 22, 2001 6:04 pm |
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quote: Originally posted by faustgfx:
weak sauce. try again. that looks so half assed it's not even fun. the bevel-like stuff makes me want to cry.
Christ you are always such a dick.
Giving constructive criticism is one thing, but just being negative and insulting is just f*cked up. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:13 pm |
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cry me a fucking nile. |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jul 22, 2001 6:20 pm |
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You arrogant prick.
Your so fucking pretentious with your bullshit crappy ass art, I cant stand it.
You pissed on so many people and then your rarely if ever post your own shit. Possibly because you know people will bomb it just like you do thiers?
quote: Originally posted by faustgfx:
*goes back to boards he likes*
Why dont you fucking go and stay there!
Asshole |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:22 pm |
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because a year ago i stopped doing anything else than graphics shit for work 'cause i happen to get paid relatively well for it, faggot.
i'm not here to post "art", this isn't the place for it.
why don't i fucking go 'there' and stay there? people like you make this place so enjoyable. you're amusing. really.
edit, remember, if you don't like what i type, don't read it.
mm and pretentious? heh. at least it's not utter bullshit like yours.
[ July 22, 2001: Message edited by: faustgfx ] |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:27 pm |
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oh yeah, show me the last time i posted my work here and someone "bombed on it"? hmm?
i don't do graphics shit for fun now. too lazy for that. which part of that don't you understand?
if you don't like me then get the fuck out of my face. if you don't like what i type, too fucking bad. don't read it. i repeat, cry me a fucking nile if you can't take comments on your "art". |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jul 22, 2001 6:33 pm |
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If you dont like my fucking art then dont post bitch.
If you dont like this fucking board and think none of the stuff here is art, then dont post bitch.
No? This isnt utter bullshit?
DIRTBLADE? DIRTBLADE! What the fuck! how about a cheesedick picture called "blood sword" or "rust knife" how about that? Some other such generic cliche' interchangeable BS.
a couple of rusty photos with some goddamn gradients? Maybe even a line or two?
thats not bullshit?
What is that, the abstract representation of your angst derived from being a closet homosexual?
How many fucking pictures of rust does the world need? All you teenage angst ridden NIN listening gothic pansy wannabe hardcore skater 14 yearold dickfaces need to fucking get a life and stop wallowing in your own goddamn selfpity. You are so fucking pissed of at your own selfinflicted social rejection you take it out on others. And not even that, you probably are some meek little bitch in real life, and the only way you are "hardcore" is where you are fucking anonymous and nobody can kick your ass. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:34 pm |
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oh and before i get tired of this bullshit of yours, one more comment.
my comment on the red/black stripe metal plates' edges is totally called for.
it's fucking METAL, not candle wax. think a bit about it, then make a fucking behemoth out of a fly about it. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:36 pm |
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hahaha. you fucking retard. did you actually bother to read the background for that? 20 minutes of boredom raping someone else's picture.
now.
i don't listen to nin
gothic shit disgusts me
14? far from it
skater? hahahahah that was an insult, really
dickface? still better looking than you
selfpity wallowing? not here
meek little bitch? hardly.
self inflicted social rejection? actually i like to keep it that way
now let's get back to the subject, you're such a fucking faggot. later, you bore me. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:38 pm |
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"a couple of rusty photos with some goddamn gradients? Maybe even a line or two?
thats not bullshit?
What is that, the abstract representation of your angst derived from being a closet homosexual?"
what the fuck? in case you didn't know, I MAKE MY FUCKING WORK FROM SCRATCH. i don't need to resort to photos like someone.
you're going into personal insults just 'cause you can't deal with hard facts and justified comments over your work and just 'cause you're such a sad fucking shit.
all this bullshit about the rust shit applies to the GOD DAMN THING THIS THREAD IS ABOUT, YOUR FUCKING INDUSTRIAL TEXTURE WHATEVER BULLSHIT "TUTORIAL" of yours, you know?
give up.
[ July 22, 2001: Message edited by: faustgfx ] |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jul 22, 2001 6:42 pm |
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quote: Originally posted by faustgfx:
my comment on the red/black stripe metal plates' edges is totally called for.
it's fucking METAL, not candle wax. think a bit about it, then make a fucking behemoth out of a fly about it.
What? Metal doesnt bevel? What the warning stripe too cheesy for your unique artistic stylings? Or did I not use the "faust approved" dirt texture for the concrete?
You keep saying that If I dont like what you have to say dont read it. Well if you dont fucking like my art DONT FUCKING POST ABOUT IT. DONT FUCKING LOOK AT IT. Its the same goddamn sentiment you are harping now, how about you listen to your own goddamn shit and go the fuck away.
As far as nobody talking shit about your art, thats because you post next to none!
Even still, even when you do, and even if its crap, people are fucking cool. They are chill. They dont come out and say shit like
"Oh please. Loser. That shit is so weak. You need some practice. Im fucking laughing at your art."
No.
At worst you get a brutally honest critque, which includes hints on how to improve in a helpful manner. |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:44 pm |
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you don't like me getting positive feedback? oh i'm so sorry. =(
edit, regarding dirtblade, you should read a bit behind you post your false assumptions, 's all i'm going to say.
thanks for the laughs though. literally.
edit, "go the fuck away." nope? nah. i think i'll stay. this place is like a home to me.
[ July 22, 2001: Message edited by: faustgfx ] |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sun Jul 22, 2001 6:48 pm |
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quote: Originally posted by faustgfx:
what the fuck? in case you didn't know, I MAKE MY FUCKING WORK FROM SCRATCH. i don't need to resort to photos like someone.
Shit from scratch or shit by hand either way still smells like shit.
What honest fucking critique? Huh? what subject of my work did you have any valuable input on?
"Weak" how does that help, or say anything specifically about whats wrong?
"half-assed" this is the closest approximation to some truth seeing as how I spent 10 times as long typing the tutorial than it actually took to make the fucking picture.
"makes me want to cry" Well, it might remind you of your mother, or your first gay experience, but other than that I cant come up with any useful facts from this statement either, besides that face that you dont like it.
Speaking of positive feedback, why did the previous DOZEN people all say it was bad ass, and you were the only complainer? Why is it that when I do actually get somebody who tells me something useful, that I impliment it? Why is it that I fight back when some dick like you decides to talk shit? Because I hate little internet choads like you. Insulting, trolling, annoyance for kicks snivling little gutter punks like you.
[ July 22, 2001: Message edited by: ScoobyDoo ] |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:50 pm |
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i love it how the only way of insulting you can ever think of is something homosexuality related. like i said, amusing.
try again. |
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Matthias member
Member # Joined: 02 Apr 2001 Posts: 60 Location: Vancouver, BC, Canada
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Posted: Sun Jul 22, 2001 6:53 pm |
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faustgfx ur a crazy antisocial homo. u draw well, but dont gotta go rampaging on the boards telling ppl they suck.
and u said this place isn't for posting art? WTF is this then? its GALLERY/FINISHED WORK, a board where ppl POST THEIR art
have a nice day |
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faustgfx member
Member # Joined: 15 Mar 2000 Posts: 4833 Location: unfortunately, very near you.
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Posted: Sun Jul 22, 2001 6:55 pm |
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i said i don't post my "art" here. or rather, if i did anything for fun/whatever, i wouldn't post it here.
"ur a crazy antisocialist homo"
it's typed "you're" in case your education lacking canadian faggot ass missed the english classes in school.
i'm quite contempt and secure in my heterosexuality. are you? |
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