#yeah, but how do I get the textures
1 messages · Page 1 of 1 (latest)
There's a few ways
Most commonly they could be made by drawing with digital brushes, or by photographing real world surfaces
well, first of all, I don't own photoshop
They could be generated with noise algorithms, or the noise from those algorithms could be combined with the two techniques above
if you photograph real world surfaces, how do you get rid of tiling?
I don't either, I use free alternatives
also, you saw a screenshot of my game, how would you go about making textures for, as an example, the red circle in the middle?
The most straightforward way is to offset the image in an image editor so the seam becomes visible, then use a "clone brush" to cover it with another part of the image
I was thinking of having a scythe mosaic picture there in a way, because the antagonist's main weapon is a scythe
what do you use? personally I use paint.net
I often use paint.net with a copious amounts of plugins but I don't necessarily recommend it
It's missing any competent digital painting features, and it's missing a lot of features that texturers regularly need like channel editing
I've just used it since 2010 so I work fastest with it in tasks that don't require anything fancier
The most powerful free option is Gimp with the most features, though it's user interface is not great
Krita is great for drawing, and it also has a "wrap mode" so you can draw tiling patterns
"clone brush" to cover it with another part of the image
doesn't that cause tiling too?
yeah I have it too, but I got completely censory overloaded when I first opened it
Blender can create procedural textures (and materials directly), convert 3D to textures and textures to 3D making its potential almost limitless
But can take a long time to get to the point where you can use it like that
Only if you paint on the edges of the image with it
The first step of that process is to offset the image so the seams form a cross in the middle
When those are covered it becomes seamless
Whichever program you use you should be able to find tutorials by googling for that program + seamless texture tutorial
Or repeating pattern tutorial alternatively
do you happen to have a video on how to do that in gimp?
oh
alrighty ill look it up
gimp seems to have a built in way to do it?
It might
Which one you're thinking of?
Mine looks like this
Though this is the unstable branch of the program
yeah I found it too
it was hidden under the healing option
I also have a lot of like "designing" questions
like what kind of ground texture you'd go with for a building like that
I guess the most obvious starting point is the closest anologuous real world location
A church, a chapel or similar temple
They tend to be made of stone tiles or solid marble
Then it's important to ask what kind of feelings you want the place to evoke
Menacing or reassuring, intense or calm
What kind of story do you want to tell
What's the place been used for and how recently
Is it pristine or in disrepair
These are not just useful design questions, but allow the art to communicate ideas and tell whole stories to the players when they see it
So then you won't need a sprawling scroll of text explaining what the place is and what's happened to it ^^
how would you go about making that?
honestly, I was thinking of going for a more "lore-light gameplay-heavy" game
I was thinking of something like, when you enter a boss arena, everything is normal colored, like if you enter this building I had
and when combat starts, everything becomes neon
not to mention, I would've liked to go for a kind of old school runescape modelling style, but I have no idea how to do that