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How should I start making textures?


OnionTaco22

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I'm just curious. I don't have any experience at making textures right now, so I was wondering, should I start off by modifying existing textures from Doom/Doom 2 or should I make entirely new textures?

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It's always easier to start from existing ones, if only because it means looking closely at them and understanding how they use colors to create the impression of shading, depth, and proper tiling.

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As someone who did AWFUL at custom textures when I began monkeying with that part of Doom, I recommend

beginning with some custom texture recolors and stuff like

NiGHTMARE's textures

When you make your own stuff, you quickly realize you have to pay attention to the repeatability of your textures;

how well they tile both horizontally and vertically. Furthermore, you'll also need to focus on a bit of math, like

multiples of 8 or 16 vertically. Finally, there's all kinds of stuff involving different size textures; 64x64, 64x128,

128x128 and 256x128. "mid" textures even worse with custom stuff for bridges and what not 128x24?

Anyhow, once you're used to playing with another author's texture packs, you not only get an appreciation of how

the Doom world is assembled but you learn that there are custom things that you need which nobody has made.

That's where your own problem-solving abilities come into play and you graduate to a seasoned Doom mapper.

 

 

Edited by prfunky
another f'd up word substitution - GAH!

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In regards to technical stuff:

This tutorial from @Cage helped me come to grips with the basic concepts of Doom texturing through the use of shape effects, for this example, a door: https://ccorner.duke4.net/door-texture-walkthrough/

Additionally @ukiro was kind enough to share some elements of his photoshop workflow on youtube:
https://www.youtube.com/@ukirocom


In addition to advice you're getting now, these are good resources to help you come up with your own methodology.
I too would recommend familiarizing yourself with Doom's existing textures, making remixes or mashups, try adding new shape or forms to them, etc. 
Post your work on The Texture Thread and solicit feedback! (very important)

 

 


I'd argue that the goal with making Doom textures is to make sure they are: 

FUNCTIONAL:

  • Adhering to the palette index 
  • Adhering to texture resolution limits (as @prfunky mentioned)

USEFUL:

  • Properly Tiling
  • Purposefully made (representing something that a mapper can use to help build an environment)

COMPELLING:

  • The hardest part, making it look cool/good.
  • Opinions vary, follow your gut, however....
  • This is where feedback helps!

 

Edited by kwc

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Tip for good looking textures with depth:

Use a 3D program (Blender is free). Model a 3d flat and take an orthographic image of it. Resize it to normal Doom sizes (eg 128*128)

 

Not for everyone I know, but it works :)

 

Joy !

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