sW1chyboi Posted July 15, 2023 I took a piece of aluminum foil and zoomed in. The photo I couldn’t post the pic here cuz I’m using mobile 3 Quote Share this post Link to post
Kappes Buur Posted July 16, 2023 (edited) Not a bad texture at all, you just have to make sure it tiles seamlessly and is powerof2 Edited July 16, 2023 by Kappes Buur screenshot 2 Quote Share this post Link to post
OceanMadman Posted July 16, 2023 On 7/15/2023 at 9:26 PM, sW1chyboi said: I took a piece of aluminum foil and zoomed in. The photo I couldn’t post the pic here cuz I’m using mobile I love when people make good-looking textures with random irl stuff like this. Well done. 0 Quote Share this post Link to post
sW1chyboi Posted July 17, 2023 Thank you so much Mario 64 was the inspiration (when mario becomes metal, the texture is a picture of a flower) 1 Quote Share this post Link to post
sW1chyboi Posted July 17, 2023 On 7/16/2023 at 10:56 AM, Kappes Buur said: Not a bad texture at all, you just have to make sure it tiles seamlessly and is powerof2 How can I do that? im not a huge expert. Sorry 0 Quote Share this post Link to post
uber Posted July 17, 2023 Making textures is a lot of fun - and it's especially cool to use your own photo sources to do so. Keep at it! 22 minutes ago, sW1chyboi said: How can I do that? im not a huge expert. Sorry You'll need an image editing program (ideally for your PC) like GIMP, Paint.net or Photoshop for that. The latter is paid software but the rest can be downloaded for free. "Power of 2" means that the texture width and height are equal to a power of 2: 2, 4, 8, (...) 128, 256, etc. The picture you posted is 441x448, so you'll need to resize it to work properly. Generally I'd recommend something like 128x128 or 256x128 for general use textures, and do keep in mind that flats (floor/ceiling textures) can only be 64x64 pixels unless you're working on more advanced map formats. Getting stuff to tile seamlessly is a bit trickier, you'll need to edit the edges of the texture so they match up perfectly. If you take a look at the corners in your original image, there's a noticeable seam when the texture repeats. There's no real one-size-fits-all solution for this so you'll have to do some manual work. Generally most editing programs will let you preview the tiled image so you can paint over the edges. For more freeform textures like this I'd recommend using the clone stamp/healing brush tools that let you copy tiny bits of the image to blend them together, but for others you might need to manually paint everything. Here's a very rough example of what it could look like once it's been resized to 128x128 and edited to tile seamlessly. Spoiler You'll notice the colors are a bit different - I did convert the texture to the doom palette during the process, which is something you'll have to do if you're working on sourceports that don't support truecolor textures (I palettized the image early on so I don't have a copy of it with the original colors, sorry). It's not perfect: aside from there being some blurry bits, generally textures with these shades of blue don't work well in dark areas if you're playing on a software renderer, and I didn't aspect ratio correct the image so it'll look slightly squished ingame - but those are things you shouldn't worry about too much at the moment. Just play around with things and enjoy the process. 1 Quote Share this post Link to post
sW1chyboi Posted July 17, 2023 4 minutes ago, uber said: Making textures is a lot of fun - and it's especially cool to use your own photo sources to do so. Keep at it! You'll need an image editing program (ideally for your PC) like GIMP, Paint.net or Photoshop for that. The latter is paid software but the rest can be downloaded for free. "Power of 2" means that the texture width and height are equal to a power of 2: 2, 4, 8, (...) 128, 256, etc. The picture you posted is 441x448, so you'll need to resize it to work properly. Generally I'd recommend something like 128x128 or 256x128 for general use textures, and do keep in mind that flats (floor/ceiling textures) can only be 64x64 pixels unless you're working on more advanced map formats. Getting stuff to tile seamlessly is a bit trickier, you'll need to edit the edges of the texture so they match up perfectly. If you take a look at the corners in your original image, there's a noticeable seam when the texture repeats. There's no real one-size-fits-all solution for this so you'll have to do some manual work. Generally most editing programs will let you preview the tiled image so you can paint over the edges. For more freeform textures like this I'd recommend using the clone stamp/healing brush tools that let you copy tiny bits of the image to blend them together, but for others you might need to manually paint everything. Here's a very rough example of what it could look like once it's been resized to 128x128 and edited to tile seamlessly. Hide contents You'll notice the colors are a bit different - I did convert the texture to the doom palette during the process, which is something you'll have to do if you're working on sourceports that don't support truecolor textures (I palettized the image early on so I don't have a copy of it with the original colors, sorry). It's not perfect: aside from there being some blurry bits, generally textures with these shades of blue don't work well in dark areas if you're playing on a software renderer, and I didn't aspect ratio correct the image so it'll look slightly squished ingame - but those are things you shouldn't worry about too much at the moment. Just play around with things and enjoy the process. Thank you so much 😎😎😎😎 0 Quote Share this post Link to post
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