![]() Nowadays i often start off from 4096 x 4096 pixels, so i can also make bases for the upcomming Extreme End S3TC textures. When done i transfer the photos to my computer, and i used to start off with a base size of 2048 x 2048 pixels. Canon has very affordable good cameras, so you may have a look at those. If you got a digital camera your work is already done for 50%, so its important. And that did the trick just fine And nowadays you can get a good digital camera for a few bucks, or try get and expensive one for cheap on ebay. And now i got a semi professional 10 megapixel SLR camera and awsome tripod, but lots of the textures from the URP and UTRP project have been made with my crappy old 4 megapixel camera. Flash is no go !!!Īnd everywhere i go, i always look around for things that can be usefull, thats pretty much 24/7 i am on the lookout. So crappy old version 2.4 is the way to goīut in general, i often use a digital camera to get all kinds of base textures, and you can think of photos from all types of grass, rocks, pebbles, bark, metal surfaces, concrete, brick walls, puthole lids, soil, mud, wood, fences, rust, tarmac roads, rusted painted metal, doors, walls, etc.Īs for taking the photos, make the photo from a straight angle so all perspective is gone, like this example: Perfect ShotĪlso, never ever use flashlight, this will ruin the texture because it will give a balll of light that fades to the edges, and you cannot repair that. For maintenance on my texture collections i use a very old version of ACDSee version 2.4 And recently i tried version 9 but that one cant even see files larger than 300 Mb, well, i dont have files smaller than that LMAO. Its a good and solid version to work with. But i still am trying to see if i can make some usefull tutorials in time.Īs program i use Photoshop 7, which is also what Hourences still is using. It's simple to use, especially if you're familiar whit UT3's material editor. Don't forget to test your textures in UnrealEd, they might look very different there.Įdit: If you want to try generating textures from scratch, try this: Practice makes perfect, there isn't much to talk about, start your favorite graphics program and start experimenting. Most professional graphics programs like GIMP can generate 'perlin noise'. ![]() There are also free programs and plugins that do this. In the hands of a real professional these can be actually very realistic, and you don't even need a camera, just your basic C++ compiler. This is the way most mappers do it, because you also get to see lots of interesting buildings.Īnother method of texture creation, which is more common around programmers, is as simple as: write a program which generates textures using different algorithms. Go around the city, or town, or wherever you want. 90% of the textures in 3d games were made in photoshop. There are very nice photography tips in the tutorials section.Īll you really need is a decent digital camera and photoshop/gimp. You may find similar ones whit those in my texture pack. I have to admit that I've used it a lot of time. Is the best site full of awesome photos which can be used to make textures.
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