Game Design Music and Art

Texturing a pot – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

I want to know more about creating art for games, so I took my lunchbreak today to texture a planter pot over at Low Poly Coop. It was pretty much the first time I ever opened up a model in Blender, much less the first time I've ever textured anything.

Here's the first WIP version:

I'm pretty pleased with how it turned out for a first version, though I'm all-ears for criticism on how to do it better.

Here's the forum post over on lowpolycoop where you can get more info on it:
http://lowpolycoop.com/forum/viewtopic.php?p=1742

Cheers!

--clint

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
I can't do that. Haha.... I guess I should go check that out.

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Just for clarity, I didn't actually model it or anything, I just textured the already existing model.

Yeah, I had very little idea of how to actually go about doing it before today. But there are some *great* tutorials over there. I found Texturing Basic DTS Files With Blender 2.4 to be very helpful, as well as Getting Textures on to Files Imported into Blender (that second one is what I mainly followed to do the planter pot -- very short, simple, and to the point).

Cheers!

--clint

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I think your texture needs more um......texture.....if you get my meaning :P .

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"I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks Ereon -- you're right -- it's pretty bland. I'll probably add some fractal cloud noise and tweak it with some light dodge and burn.

It would be a lot easier with a tablet instead of a mouse.

Any other thoughts? I'm thinking of trying to learn how to bake shadows into textures with Blender.

--clint

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
No, just that the texture needs to look a little less perfect, hence the nedd for texture. I've always been told that lack of perfection is the hallmark of reality.

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"I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey I think that pot is well textured HanClinto!
And thanks for the links those will be useful.

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[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Okay, well I spent a good chunk of last evening re-texturing the pot. I went out with my camera on a bike ride with my wife, and along the way I found a large planter pot that I wanted to use as a source image, so I took some photos of it, made a 1600x1200 tileable texture from one of the pictures, did a lot of tweaking, and finally came out with this:

I generated all source images on this version myself (as opposed to the first version with I relied on Google Images for).

I'm totally up for comments/criticisms -- thanks!

--clint

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
That looks pretty good Han, nice work.

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Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk.
C.S. Lewis

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks, Ereon!

Do you see anything that you think should be improved on it before I release a version as final?

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
For the most part, planters arent clean. Perhaps If you can layer another small texture onthere, for grime or whatever.

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Here's the source image that I'm going off of that I took last night:

It's pretty clean, I did add a layer of dirt to the texture -- though it's kindof fuzzy and you might not notice it. Without it, it looks like this:

And if I add a black layer of dirt/dust on top of the already existing layer of brown dirt/dust, then it shows up like this:

Which I think may be a little dark.

What do you think? Is the grime too large? To general? I think it's pretty balanced in the original picture:

but I'm very open to suggestions. Which one do you like best?

--clint

[This message has been edited by HanClinto (edited June 09, 2006).]

crazyishone

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Posts: 1685
From:
Registered: 08-25-2004
heh, It looks good in the bottom one, like you had it before. Cool.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
wow, that's good Han...

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WARNING:

RADIOACTIVE IE AHEAD!
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#include <spazz.h>

int name()
{
char name['B','u','d','d','B','o''y']

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks, Buddboy.

Here's the latest update -- work in progress #3. I tried to make the shadows better (redrew them all by hand), and made it so that there are two intermingling layers of grime -- one brown, and one black. I think it adds another layer of realism so that it's not just monochrome dirt, but blended.


I wasn't sure what to do with the bottom. *shrug*. So it's just slimy concrete.

Cheers!

--clint

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
make a price sticker! =D

------------------
WARNING:

RADIOACTIVE IE AHEAD!
--------------------
#include <spazz.h>

int name()
{
char name['B','u','d','d','B','o''y']

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Thats very nice!

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks! I'm glad you guys like it.

Now I'm really just wondering what needs to be done before I call this texture "finished".

kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
very nice, I am glad to see that you have changed the mud colour from the first post, I was itching to see change on that.

The pot looks very good now, other then the bottom and the rim at the top, those could do with a bit of work.
The shadows are great.

ok, the top should be slightly darker, abit more brown, and a bit more ruggy, like the outside, but lighter, and not as bumpy.

The bottom I think should also be the same as the rim, but make it less bumpy, and give it a spiralling texture, taking in to consideration the way that the pot would be made on the spinning wheel.

Also a normal mapped full-effect smooth-proxy render of that would look great!

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Kiwee Stuff Website:
http://kiwee.gibbering.net

goop2

Member

Posts: 1059
From:
Registered: 06-30-2004
That pot has stone on it. You dont spin stone :P

I think it looks like it sat in the mud during a rainstorm. VERY dirty. Before you say its finished, you should come up with a scene for it. (mentaly) It looks pretty good though.

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks guys.

*sigh* -- just found out that I lost the source to that picture (the layered GIMP file) -- all I have of the latest version is the flattened PNG. uuugh. That's really frustrating and dissapointing. If I want to continue on it, then I need to redo what took me about 3-4 hours to do. Hopefully I can do it again, and we'll see if I can do it faster and better this time I guess.

I'll keep y'all posted. Thanks for all of the feedback and interest -- it's really helped!

Cheers!

--clint

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Okay, well I spent some time seeing how long it would take me to redo this texture from scratch. Didn't take me quite as long as it did the first time, but it still took longer than I had hoped.

Here's the latest update:

I'm not sure what I did wrong, but I feel like I improved the model in some ways (like with your suggestions about the rim Kiwee -- thanks!), but I feel like I backslid in other ways. Anyone have input on the matter? It was worse last night, but I touched it up some this morning and I think it helped a lot.

Cheers!

--clint

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Sorry for the quick update, but I did a little more tweaking (added creep-up-from-the-ground shadows), and redid most of the moulding shadows. Also tweaked the color some. Again, comments and criticism are very welcome.

Cheers!

--clint

Edit: tweaked again -- muted the colors, the red was a little much I think.

[This message has been edited by HanClinto (edited June 12, 2006).]

goop2

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Posts: 1059
From:
Registered: 06-30-2004
I looked at the first one and Im like WOW!!

I dunno which one I like more though.. the first one or the second.. Either way, it looks alot better than it used to

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks Goop!

I couldn't decide which one I liked better either, so I made one in the middle:

So there's another "release candidate" -- I'm interested in learning what I should change before calling this puppy "done for now" and moving on to something else.

Cheers! Thanks everyone for all of the feedback -- I've been learning a lot!

This whole experience, if nothing else, has been giving me a lot more appreciation for artists and their work. I mean, seriously -- I've honestly probably dumped 10 hours into this project (at *least*), and it's a silly planter pot! Holy cow! There's likely over a *hundred* props like this in most feature-length games (many times much more). Wow.

I think I had a good amount of respect and appreciation for artists before this experience, but I'm pretty sure that it's now a more understood appreciation -- a deeper sort of respect from understanding. Sortof how you appreciate a violinist if you know how to play a little bit yourself.

Take care!

In Christ,
clint

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Man these are all really good Han! I like the texture of the last 3

I think if you were to work for a game company you would be a good texturer, because your talent from 2d art (seeing from Bible Dave), is showing through here too.

Keep up the good work!

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[This message has been edited by lava (edited June 13, 2006).]

kiwee

Member

Posts: 578
From: oxfordshire, england
Registered: 04-17-2004
wow, it looks fantastic now, I think your last one would be 'Da Bomb', as they say in...places...

anyway, goop, even with stone ones, they use potters wheels, and then they spray the pot with stone granules to get the concreat effect.

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Kiwee Stuff Website:
http://kiwee.gibbering.net

[This message has been edited by kiwee (edited June 13, 2006).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Don't look at it as 10 hours spent on a pot, look at it as 10 hours spent invested in your skills and in your reputation, both present and future. It does look very excellent. It's a low poly model but your excellent texturing has made it look FAR more complex than it really is. It's an excellent and brilliant piece of work, Bravo.

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Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk.
C.S. Lewis

Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one.
C. S. Lewis

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Oh, by the way, how exactly did you make the photos you took seamless? I've been thinking of harvesting textures that way, especially for things that are hard to duplicate perfectly with computer generated textures, (like bark or leaves) but I haven't been able to find a method that gives acceptable results. Do you have any links or methods that you've found to work well?

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Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk.
C.S. Lewis

Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one.
C. S. Lewis

guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
Hey Han and Zack

So first some coments, you have a good start on texturing now and it looks good. One thing I'm learning is that in the real world NOTHING is syemtrical or perfect, so its actualy good for when you model, UV and Texture to not worry about things being exact. Taking this into acount, I would add some obvious detail into areas of the pot that are not the same as the rest of it. Add more grunge to what would be the back side of the pot, or maybe some moss and lykin in what would be the north side of the pot. Don't let it all be the same all the way around. With that tip you should be able to take your texturing to the next level.

As for how to create seemless textures from images zack I have a tutorial that a friend and I wrote that explains that very procedure on my Unity Game Engine Comunity Site. So feel free to head over to http://unify.bluegillweb.com and grab it.

Keep up the good work guys. Jeff out...

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Well Gautegeek the thing is that this is a general model, it's not going into any exact level, so therefore there technically is no backside, and there is not north, the pot will be whatever those who download the model want it to be. Therefore, in this case at least, it would seem logical to me for it to be the way it is, because technically, at this point there is not applied use for it at the moment, so details that depend on the environment would be rather foolish to add, considering that it would be supremely difficult to undo some of those changes in the case that someone didn't want them.

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Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk.
C.S. Lewis

Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one.
C. S. Lewis

luke

Member

Posts: 311
From: I use your computer as my second Linux box
Registered: 10-30-2005
Thats a great pot you've textured so far, I don't know a thing about art!

Btw, one thing I have been thinking about lately, is why aren't all games just textured with pics from real life, then that soldier looks like a real person and etc?

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"Do not condemn others for their ignorance, use it against them."
Scott E. Roeben

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Well, the thing is that textures in games, unlike real life, have to be limited because of memory and such. So, even if you do take real life pics and use them as textures they'll still have edges. The problem is that these edges usually show through unless you really know how to fix them up right. In addition to this computer generated textures are usually easier, quicker, and cheaper to make, are usually automatically tiled, and somtimes (SOMETIMES) even be richer and more real feeling than their real life companions. It's like sound effects. You can use the sound of a sword cutting through flesh (dead cow, ect.) or banging on a suit of real armor, but sometimes the sound of a sword slicing through a watermelon sounds better, or maybe the sound of a sword hitting a bell sounds better than a sword hitting platemail. Sometimes things can sound or look better, or seem more realistic, even if they're not really exactly like reality. So, both computer and real textures have their uses and advantages in my opinion, so they're both good tools to have at your disposal.

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Of course God knew what would happen if they used their freedom the wrong way: apparently He thought it worth the risk.
C.S. Lewis

Friendship is born at that moment when one person says to another: What! You too? I thought I was the only one.
C. S. Lewis

guategeek

Member

Posts: 107
From: Guatemala
Registered: 11-08-2005
In any final 3D game you are not going to be useing any tillable textures, all objects should be UV mapped and have textures painted specificaly for that area, object, ect. As for using real images, think about a person in 3D, now consider that every square inch of this 3D person also has to be mapped to a flat texture. Its like taking an orange and making all its peal lay flat on the table except the object is usualy way more complex than a simple shpere. So there is no way to just take a picture of someone and use that as a texture.

Now there are two ways of creating textures. The first way is painting them from scratch, this is usualy done for games with a more stylistic or cartonnie look. Game that are shooting for "as close to photo realistic as posible" will start with real images, but an artist must take the parts of the image that will work best for each part of the model and blend them all together as if it was all one image. This is a very time consuming and tricky process but the resaults are well worth the work. For example I have attached a texture map of a seat I made for a model of mine and a render of it.


Which is off of this model:

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goop2

Member

Posts: 1059
From:
Registered: 06-30-2004
That dozer.. lift.. thingy looks realy good

I (usualy) dont particularly like real life graphics. Then agian, some of that style graphics is quite cheap. It should never LOOK like it was pictures. Then agian, that realy depends on the game. Imagine Jak and Daxter with pictures :\

Then imagine painted Men of Honor...

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
As far as how I went about making the texture seamless, there's a filter in Gimp under "Filters->Map->Make Seamless" that will do a poor (but functional) seamlessing of your texture. From there I just dinked with it until I got it to look right.

I wasn't going to reply about it until I ran across some tutorials for the matter over at Games Extract -- they have some really nice free game content.

Cheers!

--clint

Ashton_JX

Member

Posts: 156
From: Springfield, Oregon, USA
Registered: 02-21-2005
Wow, thats some awesome work on the pot, Clint! I think its real good.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
clinto, i wasn't kidding when i said you should put a price sticker... that gives it a realistic look. somewhat. i know all the pots i've ever seen usually have the sticker on the bottom. also, people rarely take them off. it could be like halfway peeled off, then ripped. and since the bottom is flat, you could use a real picture and just add a very small rectangle that has the sticker textured to it, then move it so it's blended with the pot. i think that would give it a more natural feel, plus it'd be cool =D

------------------
WARNING:

RADIOACTIVE IE AHEAD!
--------------------
#include <spazz.h>

int name()
{
char name['B','u','d','d','B','o''y']

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks for the compliment, Shawn.

Okay Buddboy -- here's a version with a price sticker. I know it's still in too good of shape, but I kindof wanted it to be readable too. Since these models that I'm working on are all models from Low Poly Coop, it's fun to make little references to it in the texturing. For example, the Baseball Bat is entitled the "Lowpoly Slugger" (as opposed to Louisville Slugger), and the Lead Pipe has an engraving on the side that says "Manufactured by the Lowpoly Plumbing Corp". So I wanted to have a little message like that readable on the price tag as well.