Texturing and skyboxes

Discussion in 'Mapping Questions & Discussion' started by Grim Tuesday, Jun 27, 2010.

  1. Grim Tuesday

    aa Grim Tuesday

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    OK, so I bought my self a tablet mainly for the use of making textures for TF2. Its a cheap Genius model, but it works quite well. So, I have come wondering: How do you make TF2 style textures, of metal, wood, ground, rock, etc... I can't seem to get the style down. Also, how do you make styled Skybox textures? Do you start from scratch, or paint over a reference? Im just getting used to using it in Photoshop Elements, so how do you get a "paint brush" like the Valve guys use?

    Thanks in advance!
     
  2. Exist

    Exist L6: Sharp Member

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    What I see in Valve's rock textures

    -Start with a base. Use this more as a ref for shapes and shading.
    -Use a ton of layers, one for brush strokes, etc

    Start with a solid foreground color, use the dropper tool to pull the most prominent color from your ref

    -Draw big organic shapes for rocks (I suggest the pen tool). This is just a guide layer, so no coloring happens here.

    -In a diffrent layer, use a wide bristle brush on a high opacity(I don't know what brushes come with PSE, so you might want to download a few).

    -Many of the rock textures that Valve has made use a fading gradient on their strokes to simulate weathering (with a tablet that would be pressure and sensitivity).

    Wood----------
    -Again, the almighty ref is used

    -Start with a solid fore ground color

    -GIMP comes with a filter that makes strips (grains in wood in this case), use this on a seperate layer. Of course, you could draw them yourself, but with a mouse it's diffcult.

    -Gimp also has a swirl filter which can create imperfections on the wood, I belive PS has this as a tool.

    -Create a new layer for dirt and chips.

    -Dirt to Valve is a large rectangle which you then use a eraser on to show diffrences around it.

    -the dirt also has a gradient on it that shows fading as i goes more towards the center.

    Tile-----------
    -Start with 4 squares. These are relevant to the texture's size (512 x 512 texture = 256 x 256 sized tiles.

    put each tile in it's own layer and make each a diffrent color (for selection).

    These are just pointers, tips, guidelines, whatever. Just go nuts on that tablet
     
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  3. The Political Gamer

    aa The Political Gamer

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  4. Grim Tuesday

    aa Grim Tuesday

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    Bump

    Although Rexy's tutorial covers the mechanics of skyboxes, he leaves much to be desired in the design, and style of them.
     
  5. Rexy

    aa Rexy The Kwisatz Haderach

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    Start with a skycolor, use a gradient, but keep in mind your env_lighting settings and how that should tie in (http://forums.tf2maps.net/showthread.php?t=5268). Use slightly saturated colors and follow the rules of aerial perspective. Also be sure to paint in items that should fit with your map's setting.

    This is the one I painted for loot:

    [​IMG]
     
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    Last edited: Jun 29, 2010
  6. Ravidge

    aa Ravidge Grand Vizier

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  7. Grim Tuesday

    aa Grim Tuesday

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  8. Rexy

    aa Rexy The Kwisatz Haderach

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