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falcon4:textures:road_tile_tutorial [2009-08-21 23:45]
snakeman put this page to a new location.
falcon4:textures:road_tile_tutorial [2017-10-13 19:44] (current)
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 - First I resized the original PCX tile with no road with some magic tweaks to 512 (normal resizing should be fine if you just want 128 tiles) and convert it to RGB (never draw in indexed mode). - First I resized the original PCX tile with no road with some magic tweaks to 512 (normal resizing should be fine if you just want 128 tiles) and convert it to RGB (never draw in indexed mode).
  
-{{ http://tactical.nekromantix.com/​f4/​zaggy_tile_tut/​rom_org_road.jpg }}+{{ https://www.pmctactical.org/​f4/​zaggy_tile_tut/​rom_org_road.jpg }}
  
 - Create a new layer and fill it with a basic road color (R:​189,​G:​173,​B:​140 e.g..). The whole image gets covered by this layer now.  - Create a new layer and fill it with a basic road color (R:​189,​G:​173,​B:​140 e.g..). The whole image gets covered by this layer now. 
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 - The texture looks a bit regular so we apply another filter to it. The filter is the Distort->​Ocean Ripple. The filters scale works OK with the 512, that's why we resized the image back since filter work much slower on larger images. I picked Ripple Size: 8 and Ripple Magnitude: 7 for the filter settings. After applying the filter you should have some basic road texture with small and larger quite random darker spots :) - The texture looks a bit regular so we apply another filter to it. The filter is the Distort->​Ocean Ripple. The filters scale works OK with the 512, that's why we resized the image back since filter work much slower on larger images. I picked Ripple Size: 8 and Ripple Magnitude: 7 for the filter settings. After applying the filter you should have some basic road texture with small and larger quite random darker spots :)
  
-{{ http://tactical.nekromantix.com/​f4/​zaggy_tile_tut/​rom_road_texture.jpg }}+{{ https://www.pmctactical.org/​f4/​zaggy_tile_tut/​rom_road_texture.jpg }}
  
 - Now we apply the texture to our road in the grassland tile. First make a copy of the texture image by right clicking in the title bar of the image and select Duplicate. Select the duplicate, press the small arrow in the top right corner of the layer toolbox and select "​flatten image" to put all the layers into a single one (we duplicated the image before to keep an editable copy of the texture to be able to tweak it if it again needs to)  - Now we apply the texture to our road in the grassland tile. First make a copy of the texture image by right clicking in the title bar of the image and select Duplicate. Select the duplicate, press the small arrow in the top right corner of the layer toolbox and select "​flatten image" to put all the layers into a single one (we duplicated the image before to keep an editable copy of the texture to be able to tweak it if it again needs to) 
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 - Now the borders of the road possibly are a bit too present depending on how you drew the road to the layermask before. To adjust this select the layermask again and smoothen the borders with a soft paintbrush. Paint white with a smaller brush to enlarge the road or paint black with a bigger brush to smaller. If you made the road bigger it could be that the unsmudged texture shines through at the borders then simply smudge the road texture there again. You can avoid this by taking a bigger brush to smudge or smudge a bit more left and right of your road in the first time. The image you have now should quite look like the Finished Road Tile. Perhaps you think this is quite an effort for a 128 tile to look better and you're right, because the whole texture thing we did is merely visible in a 128 texture :) But if you compare the images at 256 or 512 the texture becomes more and more visible and adds much to the image. Also always save the PSD files of the textures you made. You can't imagine where you can need such a texture elsewhere. If it looks natural it could be used nearly everywhere by changing the color. So you see this requires not so much painting skill, only some knowledge of your filters in PS which you can get by simply experimenting allot. Just look what the filters do and try to combine different filters. - Now the borders of the road possibly are a bit too present depending on how you drew the road to the layermask before. To adjust this select the layermask again and smoothen the borders with a soft paintbrush. Paint white with a smaller brush to enlarge the road or paint black with a bigger brush to smaller. If you made the road bigger it could be that the unsmudged texture shines through at the borders then simply smudge the road texture there again. You can avoid this by taking a bigger brush to smudge or smudge a bit more left and right of your road in the first time. The image you have now should quite look like the Finished Road Tile. Perhaps you think this is quite an effort for a 128 tile to look better and you're right, because the whole texture thing we did is merely visible in a 128 texture :) But if you compare the images at 256 or 512 the texture becomes more and more visible and adds much to the image. Also always save the PSD files of the textures you made. You can't imagine where you can need such a texture elsewhere. If it looks natural it could be used nearly everywhere by changing the color. So you see this requires not so much painting skill, only some knowledge of your filters in PS which you can get by simply experimenting allot. Just look what the filters do and try to combine different filters.
  
-{{ http://tactical.nekromantix.com/​f4/​zaggy_tile_tut/​rom_road_finished.jpg }}+{{ https://www.pmctactical.org/​f4/​zaggy_tile_tut/​rom_road_finished.jpg }}
falcon4/textures/road_tile_tutorial.1250898345.txt.gz ยท Last modified: 2009-08-21 23:45 (external edit)