How to make textures thread

Post » Sat May 28, 2011 7:43 am

Well, I can't let this thread fall behind! Time for some necromancy! :evil:
Thanks, I almost forgot about this. I just need to find some time to go through it and update my tutorial sites.

LHammonds
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CHARLODDE
 
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Post » Sat May 28, 2011 9:19 am

I have not seen any questions in along time. I'm bumping this so everyone knows it's here.
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A Boy called Marilyn
 
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Post » Sat May 28, 2011 8:02 am

Thanks Skydye for this important guide and resource. Truly you are THE GREATEST THAT EVER WAS IS AND SHALL FOREVER BE!!! Aiiiiieeeee! I FEEL SO VIBRANT! :D
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 11:09 pm

Thanks Hellbishop ;

Making a texture seamless in photoshop


Open a texture in photoshop. Crop and or size to 1024x1024. Or what ever size you need.

Then open filter/other/offset
yes this is a dumb spot for something so important.
Important check the box wrap around.
check the box preview
if your texture is 1024x1024 make the off set half. 512 x 512
hit okay.

Now go to your clone tool. it will look like a rubber stamp on the left side icon bar. Use the help menu to learn how to use it. stamp until the textures looks right and your done. Learn to change brush sizes, types and opacities. You'll see your texture is now in four squares. Just clone over the center points where the four come together. Hit offset again to check your seams.

You'll should find which ones you can work with and which are just none seamable. Just keep doing some everyday even if your not going to use the texture. So you'll get better at it.

If your using paintshop or gimp the controls will be different

Let me know if anyone is having problems.

Please post hints if you know them.
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Jessie Butterfield
 
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Post » Sat May 28, 2011 3:01 am

might wanna ad this to the tex resource list: http://www.imageafter.com/
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Red Bevinz
 
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Post » Fri May 27, 2011 10:15 pm

I've been using http://www.compfight.com/ a whole bunch with my recent head project. It's a flickr search tool, nice interface, and you can specify CC license, it's been a big help. I've been using it more for reference photos rather than texture sources, but there's a good number of photos up that can be used for that as well.
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Dewayne Quattlebaum
 
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Post » Sat May 28, 2011 5:09 am

Whoa, I've never seen this thread before, this is amazing!
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Ally Chimienti
 
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Post » Sat May 28, 2011 2:24 am

Good to see this is still alive and kicking. But...but.. SkyeDye.. your avatar is really disturbing, man! A vampire ostrich! That even beats the scary sheeps from the movie Black Sheep! :P
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luke trodden
 
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Post » Sat May 28, 2011 10:18 am

Good to see this is still alive and kicking. But...but.. SkyeDye.. your avatar is really disturbing, man! A vampire ostrich! That even beats the scary sheeps from the movie Black Sheep! :P


Agreed :-P


@SkyeDye - I didn't see anything listed that does this (but I might have just missed it); Is there a program that lets the user convert a file from JPEG and/or BMP to DDS? Thanks ;-)
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jennie xhx
 
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Post » Sat May 28, 2011 7:29 am

Agreed :-P
@SkyeDye - I didn't see anything listed that does this (but I might have just missed it); Is there a program that lets the user convert a file from JPEG and/or BMP to DDS? Thanks ;-)


Nearly every 2d editor will handle these formats. If you're looking for a quick convert, try http://www.irfanview.com/, there's a separate download to add in support for .dds files.

http://developer.nvidia.com/object/texture_tools.html is my favored app for making .dds files, however.
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GabiiE Liiziiouz
 
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Post » Fri May 27, 2011 9:36 pm

I apologize if this seems like a dumb question, but I am very new to texturing and I had a question about creating normal maps. I was wondering what creates the pixelating, or checkerboard, artifacts seen on certain kinds of normal maps when viewed in-game or in NifSkope. Is this a property of the normal map (too much noise?), or a side-effect of the conversion process (converting bitmaps to dds files)? In other words: to get rid of these artifacts, do I have to change my normal map or find a better converter?

I have an ATI Radeon x1600 graphics card. The effect is the same whether I use the Gimp dds converter or DDS Converter 2 (or, at least, I can see no appreciable difference between them).

TIA
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tannis
 
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Post » Sat May 28, 2011 9:18 am

I apologize if this seems like a dumb question, but I am very new to texturing and I had a question about creating normal maps. I was wondering what creates the pixelating, or checkerboard, artifacts seen on certain kinds of normal maps when viewed in-game or in NifSkope. Is this a property of the normal map (too much noise?), or a side-effect of the conversion process (converting bitmaps to dds files)? In other words: to get rid of these artifacts, do I have to change my normal map or find a better converter?

I have an ATI Radeon x1600 graphics card. The effect is the same whether I use the Gimp dds converter or DDS Converter 2 (or, at least, I can see no appreciable difference between them).

TIA


Not sure what you mean. Can you post some screen shots?
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ImmaTakeYour
 
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Post » Fri May 27, 2011 8:14 pm

Sorry it took so long to reply, but I just noticed your response a few days ago and I finally got around to finding my texture and reproducing the results.

Here are screenshots of the original diffuse and normal maps in http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal3.png, the final texture in http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal2.png, and http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal4.png.

This was my first real attempt at creating a texture so I appreciate any tips you can give me. I'm trying to create 'fresh paint' textures on plaster walls for a mod set in the present day. I want clean, crisp colors and a little texture like you get from a roller. Nothing too noticeable, but something you would see if you got close enough.

This is a great thread, btw. It's a shame more people don't know about it.
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Alyna
 
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Post » Sat May 28, 2011 3:42 am

Sorry it took so long to reply, but I just noticed your response a few days ago and I finally got around to finding my texture and reproducing the results.

Here are screenshots of the original diffuse and normal maps in http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal3.png, the final texture in http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal2.png, and http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/blockyNormal4.png.

This was my first real attempt at creating a texture so I appreciate any tips you can give me. I'm trying to create 'fresh paint' textures on plaster walls for a mod set in the present day. I want clean, crisp colors and a little texture like you get from a roller. Nothing too noticeable, but something you would see if you got close enough.

This is a great thread, btw. It's a shame more people don't know about it.


Go here and look under paint. http://www.cgtextures.com/

Also click on tutorials.
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 2:01 am

Crazybump 1.1 is out now. You can get a free trial.

http://www.crazybump.com/
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Kate Murrell
 
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Post » Sat May 28, 2011 3:10 am

Bump.

Just looking for some tips about the normal maps for a couple of landscape textures. The textures aren't perfect (they could use some work on the seams) but I'm primarily concentrating on workflow right now.

First, the diffuse maps:
http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/groundStoney03.png
http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/SnowForest03L.png

And now the normal maps:
http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/groundStoney03_n.png
http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/SnowForest01L_n.png

The normal map for the stony ground texture shows all of the dark rocks as depressions. Is there an easier way to get them to pop out than by dodging them all individually? When I touch them up by hand some of them end up looking a bit like rings: concave in the middle instead of convex.

The normal map for the snowy forest texture looks a bit 'blotchy' in game, like the branches are being outlined instead of emerging from the snow. (I've been dodging them to make them pop a little but the effect is a little strong.) Is there any way to get a smoother gradient so that it actually looks like snow covering a branch?

I'm hoping there might be some filter or tool I could try other than by doing it by hand using dodge and burn which is taking a long time and producing less than ideal results. If I just need to get better at doing the touch ups by hand and there isn't an easier way to do it, that's ok, too. I'd just like to know I'm not missing something obvious and relatively simple.

Thanks in advance.
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Penny Courture
 
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Post » Fri May 27, 2011 6:08 pm

I'm not sure why you want to make a diffuse maps.
I don't use Gimp but I'm sure someone will be able to show you have to do this in Gimp.
The guild is for photoshop. What we are going to try is to get a texture ready to map a normal map without crazybump.
First read this on what high pass filter.
------------------------------------------------
Click on links to make bigger.

http://s266.photobucket.com/albums/ii277/skydye2/pop%20texture/?action=view¤t=vividblendmodewithhighpass.jpg

----------------------------------------------
We will assume that this texture was be the texture that will show in game.
http://i279.photobucket.com/albums/kk146/TheMagicianFromOblivion/groundStoney03.png

This we will call done.... but this may be hard to get a good normal map out of. So we will use a high pass filter and when we are done we will use it only for making a normal map from and nothing else.
-----------------------------------------------------------

First make a layer out of the texture.

http://img198.imageshack.us/img198/2926/1makealayer.jpg

------------------------------------------
Next with layer highlighted we go into filters and pick high pass. set it at 2.5 to 3.5

http://img198.imageshack.us/img198/5106/2highpassfiltersetfrom2.jpg

-------------------------------------------------------

Now well go into our conditional blend mods and pick vivid light

http://img200.imageshack.us/img200/9095/3theconditionalblendmod.jpg

--------------------------------------------------------------------

We set the opacity... lets try 60%

http://img194.imageshack.us/img194/8894/4setopacity60orwhatever.jpg

------------------------------------------
Then we merge the layers.
----------------------------
The image on the left is our texture in the game. The texture on the right will only be used to make a normal out of because lighting is what normals maps are all about.

http://img199.imageshack.us/img199/8146/5origleftreadytomakeano.jpg
----------------------

I'll leave the way to make a normal up to you.

Have fun playing with thing.
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Louise Andrew
 
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Post » Sat May 28, 2011 3:33 am

I'm having a problem converting a normal map to a bump map using the nVidia Texture Tools 2. I've used the Tools to create hundreds of normal maps with no problem, but the other way around doesn't seem to work. According to the manual "-toHeight: create a height map (source is a normal map)". There's no error message; it just doesn't create a new file (I've tried a variety of options, including several -output options).

I need to modify an existing complex normal map. The most straightforward way is to convert it to a bump map, modify the grey levels as necessary, then convert it back into a normal map. I was hoping to be able to do this without purchasing CrazyBump.

Has anyone successfully used the -toHeight option with the Texture Tools?
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Eve Booker
 
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Post » Sat May 28, 2011 1:45 am

I'm having a problem converting a normal map to a bump map using the nVidia Texture Tools 2. I've used the Tools to create hundreds of normal maps with no problem, but the other way around doesn't seem to work. According to the manual "-toHeight: create a height map (source is a normal map)". There's no error message; it just doesn't create a new file (I've tried a variety of options, including several -output options).

I need to modify an existing complex normal map. The most straightforward way is to convert it to a bump map, modify the grey levels as necessary, then convert it back into a normal map. I was hoping to be able to do this without purchasing CrazyBump.

Has anyone successfully used the -toHeight option with the Texture Tools?


What program are you using to work in?
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Amysaurusrex
 
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Post » Sat May 28, 2011 12:41 am

What program are you using to work in?
'Sorry, I don't think I understand your question. The program "nvDXT.exe" is the command line program for file conversion. It is part of nVidia's Texture Tools 2. The original texture, in this case, is a terrain texture from vanilla Oblivion. I make normal maps either from bump maps created in Paint.Net and converted with nvDXT or created from high and low poly meshes in Modo or Blender. If it's not possible to convert a normal map to a bump map with the Texture Tools, it seems the best bet would be ShaderMap CL. Since ShaderMap Pro has the ability to directly mix normal maps, that may be worth the $$. However, since the quality of the Texture Tools output has always been so good, I'd like to make sure I'm not mission something obvious before giving up on it.
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tegan fiamengo
 
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Post » Sat May 28, 2011 4:01 am

'Sorry, I don't think I understand your question. The program "nvDXT.exe" is the command line program for file conversion. It is part of nVidia's Texture Tools 2. The original texture, in this case, is a terrain texture from vanilla Oblivion. I make normal maps either from bump maps created in Paint.Net and converted with nvDXT or created from high and low poly meshes in Modo or Blender. If it's not possible to convert a normal map to a bump map with the Texture Tools, it seems the best bet would be ShaderMap CL. Since ShaderMap Pro has the ability to directly mix normal maps, that may be worth the $$. However, since the quality of the Texture Tools output has always been so good, I'd like to make sure I'm not mission something obvious before giving up on it.


Look at only your z channel. The blue, That's where normal maps puts the depth / height
As for doing it with command line codes I'm dyslexic so I stay clear of that area.

http://forum.cgtextures.com/

I'm getting the feeling here that you're well on your way to be a game maker. :whistle:

The link I gave is where a lot of good down to earth game designers hang out. They'll advise you on what best to use. :icecream:

---------------------------------------------

--------------------------------------------



http://www.katsbits.com/htm/tutorials/oblivion_parallax_maps_understanding.htm

Here's a link for everyone to see how Oblivion used parallax mapping which is not a true parallax map. This is important to read if anyone is goes to edit meshes to use a parallax map.
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Amy Smith
 
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Post » Sat May 28, 2011 7:04 am

I'm having a problem converting a normal map to a bump map using the nVidia Texture Tools 2. I've used the Tools to create hundreds of normal maps with no problem, but the other way around doesn't seem to work. According to the manual "-toHeight: create a height map (source is a normal map)". There's no error message; it just doesn't create a new file (I've tried a variety of options, including several -output options).

I need to modify an existing complex normal map. The most straightforward way is to convert it to a bump map, modify the grey levels as necessary, then convert it back into a normal map. I was hoping to be able to do this without purchasing CrazyBump.

Has anyone successfully used the -toHeight option with the Texture Tools?


I just reread your post. I skipped a little of the reading the first time.... Sorry. I thought you wanted to make a Grey scale bump map for a parallax. In which case the perfect info is in the z channel. But now I've reread and see you want to edit the gray scale of each value. I believe crazybump is the only program to do that.


-------------------------------------------------

I'll find a link a little later to explain what he's doing. So everyone can learn.
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Abi Emily
 
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Post » Fri May 27, 2011 8:48 pm

I'm having a problem converting a normal map to a bump map using the nVidia Texture Tools 2. I've used the Tools to create hundreds of normal maps with no problem, but the other way around doesn't seem to work. According to the manual "-toHeight: create a height map (source is a normal map)". There's no error message; it just doesn't create a new file (I've tried a variety of options, including several -output options).

I need to modify an existing complex normal map. The most straightforward way is to convert it to a bump map, modify the grey levels as necessary, then convert it back into a normal map. I was hoping to be able to do this without purchasing CrazyBump.

Has anyone successfully used the -toHeight option with the Texture Tools?

I've never used TT2 for this, but i thought i should mention a few other things:
The nVidia and xNormal plugins can also convert normal maps to something of a greyscale heightmap, but the output is a really poor image on both accounts; certainly not something you'd want to turn back into a normal map. The biggest flaw in the process that I've seen, is that there's a constant gradient from one corner to another across the whole image.

I don't have paint.net installed right now, but i'm pretty sure you can isolate the RGB channels. Small tweaks can always be done this way. Also, blending normal maps is a snap, check http://www.poopinmymouth.com/tutorial/normal_workflow_3.htm out. The blending info is about halfway down the page. I know it's for photoshop, but the ideas are pretty universal, just depends on the channel control.


http://www.katsbits.com/htm/tutorials/obli...derstanding.htm

Here's a link for everyone to see how Oblivion used parallax mapping which is not a true parallax map. This is important to read if anyone is goes to edit meshes to use a parallax map.

I'd just like to point out that the writer doesn't understand what s/he is talking about, and is chock full of misinformation. Sorry if I sound like I'm looking down my nose with that, but I've always put a lot of effort to making sure that I put out good information when I help people. But that article has just given me a serious case of facepalm.
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Sammygirl
 
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Post » Sat May 28, 2011 1:51 am

I've never used TT2 for this, but i thought i should mention a few other things:
The nVidia and xNormal plugins can also convert normal maps to something of a greyscale heightmap, but the output is a really poor image on both accounts; certainly not something you'd want to turn back into a normal map. The biggest flaw in the process that I've seen, is that there's a constant gradient from one corner to another across the whole image.

I don't have paint.net installed right now, but i'm pretty sure you can isolate the RGB channels. Small tweaks can always be done this way. Also, blending normal maps is a snap, check http://www.poopinmymouth.com/tutorial/normal_workflow_3.htm out. The blending info is about halfway down the page. I know it's for photoshop, but the ideas are pretty universal, just depends on the channel control.



I'd just like to point out that the writer doesn't understand what s/he is talking about, and is chock full of misinformation. Sorry if I sound like I'm looking down my nose with that, but I've always put a lot of effort to making sure that I put out good information when I help people. But that article has just given me a serious case of facepalm.


As always your a great suppler of useful information for everyone.
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Laura Hicks
 
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Post » Sat May 28, 2011 9:13 am

One of the most useful threads on the forum for texture artists. A lot of good stuff in here, so I thought I would give it a bump.
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Marine x
 
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