View Full Version : First Time Texture.. Comments welcome.
dyoung
November 29th, 2003, 07:09 PM
I've never before made a texture, and since most game companies don't hire strictly concept artists, I figured that it would be wise to learn how to texture. So here is my fist attempt. Comments are as usual always welcome.
http://www.dmfy.com/images/wallpaper.jpg
Thanks again
dyoung
www.dmfy.com
madster
November 29th, 2003, 08:04 PM
It's an interesting pattern, but it seems too "flat" to be called a texture. It gives no sense of tactile illusion.
Porkasaurus
November 29th, 2003, 08:36 PM
I'm having trouble telling what it is too.
I'm guessing this is a piece of victorian wallpaper?
The dark stains on the bottom are going to come across too distinguishable if this was tiled. I'm not even sure what those are supposed to be, maybe parts that peeled away from the wall?
A good starting point for textures might to check out the textures directory in a favorite game and start to emulate what types of textures people are using and how they are using them.
You know, see what is considered a useful texture.
0kelvin
November 29th, 2003, 08:59 PM
The important thing to remember when making textures is that it will most likely be repeated many times over a surface. Your goal is to make that repetition invisible. Your first problem is the 1 pixel black line on the left side. I'm not sure if it's supposed to be part of the texture or not, but it's a huge giveaway. As for the scorch marks, they have a very distinctive pattern and they're also going to be a very obvious when repeated.
I'll show you what I mean:
http://pluh.com/members/0kelvin/wallpapertiled.jpg
I hope you don't mind, I made a few adjustments to show you how I think it can be improved.
http://pluh.com/members/0kelvin/wallpaper2.jpg
http://pluh.com/members/0kelvin/wallpaper2tiled.jpg
It was a quick job, so you can still see the tiling, but I think it gets the point across. By making the scorch marks a little more even (ignore the fact that they look crappy), the tiling becomes slightly less obvious. I also offset the pattern on the top a little so it makes it a little harder to tell where the pattern repeats.
Also, for the pink section, it's made up a very small pattern repeated many times. Not necessarily a bad thing, it makes sense that wallpaper has a pattern, but it could probably look more interesting.
Oh yeah, and just for future reference, most games (at least for the present) can only deal with texture sizes that are powers of 2, (128, 256, 512, etc) so it'll probably look better to prospective employers if you show you're used to working in those sizes.
0kelvin
dyoung
November 29th, 2003, 10:09 PM
Excellent advice from all. Thank you very much for the time.
madster- Thanks for the info, I can definately see your point. It does seem very flat. The things at the bottom, when I first made the design I wanted them to be sort of like burn marks, but I'm not sure that came across very well. Thanks for the info though.
Porkasaurus- thank you as well for your time. As I said above, I was origionally thinking that the thing on the bottom was bur marks but yeah you are right, it isn't very tileable at all.
0kelvin- You messed with my work! Nah, please do, I learn best when people show me what I did wrong rather than explain it. I actually really appreciate you taking the time to adjust the image and help me out.
Thank you all very much for the time you took to respond. :chug:
dyoung
www.dmfy.com
brads3d
November 30th, 2003, 03:16 AM
so, the concept of this piece is blood soaked curtains? Why don't you throw it on some 3d and see how it renders?
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