• Creative Work That Doesn't Deserve A Thread
    13,767 replies, posted
[QUOTE=kevlar jens;41656164]i stopped reading this after the first sentence[/QUOTE] Haha yeah. I just had a big stupid grin on my face while I read through it. Hilarious.
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/6gy7huohipjk.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/34397004/Node/atyy.png[/IMG]
Not Creative work, but I guess a smaller question could fit here. How do you make textures for games? I'm not talking about for models, but more like Walls, Roofs and such - Think HL2 textures for buildings. Do they use normal photographs of bricks and then tile them properly and do colour correction and such. Or do they actually draw the digitally somehow? Example: [t]http://i138.photobucket.com/albums/q242/stene93/brickfloor001a.gif[/t][t]http://www.22pixels.com/download_images/thumbs/grass_textures/960/960/width/0/[/t][t]http://www.few.vu.nl/~vugame/docs/images/documents_hammer_image10.jpg[/t]
[QUOTE=Jalict;41661950]Not Creative work, but I guess a smaller question could fit here. How do you make textures for games? I'm not talking about for models, but more like Walls, Roofs and such - Think HL2 textures for buildings. Do they use normal photographs of bricks and then tile them properly and do colour correction and such. Or do they actually draw the digitally somehow?[/QUOTE] it really depends on the game engine, the way you want to make the game, and the style you want to go for for example, as far as i know, the source engine is heavily brush-dependent which means you have to do a lot of tileable texture work. most source games use photos manipulated to be more appropriate for video game texturing and then edited so that they are tileable. if you wanted something far more hand-painted looking though then, yes, you'd have to paint from scratch and then make that tileable in the same way you would with a photo. there's lots of tutorials on making tileable textures out there - just google it working in a lot of other engines is different. for example, a lot of UDK levels are made with large models and minimal brushwork. in most high-end titles, the levels are made out of lots and lots of 'modular' assets. for example, the buildings in bioshock and dishonoured and lots of other games are made out of various sections that fit together in different ways to create varying buildings that all look 'original' the methods for making these modular assets vary. some people prefer to model the different building/corridor/whatever sections and then texture them. others prefer to make a texture sheet out of all the possibilities, then make the models, and then align the different parts of the texture sheet to the models
Depends on the texture style you want too. If you want photorealism you should really use, well, photos as a base and edit them to be tileable. If you want stylized look you could draw them from scratch or use a sculpting software to create a pattern and use that as a base (and normals).
Decided to draw again after about a year of nothing. [IMG]http://i.imgur.com/Tr3tQyw.jpg[/IMG]
[thumb]http://31.media.tumblr.com/3fd42e832b4181442a6f58a500530f4e/tumblr_mqtc8bwKMr1rzx4geo3_1280.png[/thumb]
decided it needed to be updated with the proper line-up [img]http://24.media.tumblr.com/5377e5ff881818c1606cacaacfd2e2e9/tumblr_mqte6g99FS1s32mjoo1_1280.jpg[/img]
[QUOTE=Jalict;41661950]Not Creative work, but I guess a smaller question could fit here. How do you make textures for games? I'm not talking about for models, but more like Walls, Roofs and such - Think HL2 textures for buildings. Do they use normal photographs of bricks and then tile them properly and do colour correction and such. Or do they actually draw the digitally somehow? Example: [t]http://i138.photobucket.com/albums/q242/stene93/brickfloor001a.gif[/t][t]http://www.22pixels.com/download_images/thumbs/grass_textures/960/960/width/0/[/t][t]http://www.few.vu.nl/~vugame/docs/images/documents_hammer_image10.jpg[/t][/QUOTE] get your non-tiling texture, apply an offset filter in photoshop and use the healing brush to fix the centerfold to match the surroundings easiest way -from a texture/model artist :) Thats for stuff from photographs, other stuff (depending on the style is usually draw in or edited over existing textures :)
I really need to clean my controller (mess around with RAW) [IMG]https://photos-2.dropbox.com/t/0/AAAmjojPvs8PW8dwjE6b5VydD5ETSV4BuwZo09BF_2yUmQ/12/11506153/jpeg/32x32/3/_/1/2/IMG_7003.jpg/7CEvucf-BBDNvRHe8I5Wt2Gada3DC09qUq54KsJaWMI%2CeipqVATsjtSmM3Lh8LzInjKHEGiWgPutopJnHT-ooCw%2C8Rd2vf517db9lsQghdT6UV-VAvNriCr8tuqcRtazojs?size=1600x1200[/IMG]
Just decided to load up Photoshop and get to work on a Twin Peaks scene. Before: [img]http://i.imgur.com/TK5PDzo.jpg[/img] After: [img]http://i.imgur.com/f0IaH7y.png[/img] It's not perfect (Hint: Look at the hands.) but I am happy with it, it's probably the biggest transformation Photoshopping I've done.
yesterday and today I drew hands [t]http://i.imgur.com/cUjW8eG.png[/t] yesterday I didn't have proper paper but today I did haaaands. still can't get perspective right. need to measure palm/finger ratio better.
I think some people harbour something against him but look up Burne Hogarth because the way he introduced me to hands was quite useful: [url]http://www.amazon.co.uk/Drawing-Dynamic-Hands-Practical-Books/dp/0823013685[/url] [editline]1st August 2013[/editline] The example pages on that are really helpful. [t]http://puu.sh/3QEaR.png[/t]
[QUOTE=latin_geek;41666498]yesterday and today I drew hands [t]http://i.imgur.com/cUjW8eG.png[/t] yesterday I didn't have proper paper but today I did haaaands. still can't get perspective right. need to measure palm/finger ratio better.[/QUOTE] Urm, so that top right finger...
[QUOTE=ollie;41659130]Just a quick study [IMG]http://puu.sh/3QcLo.jpg[/IMG][/QUOTE] for some reason i found this hilarious. it reminds me of that hand from the adam's family.
dooodle [img]http://24.media.tumblr.com/9600a58e7393930244d292c2a7e9aa0d/tumblr_mqu15qPnOX1sosrgro1_500.png[/img]
[QUOTE=Anax;41668598]dooodle [img]http://24.media.tumblr.com/9600a58e7393930244d292c2a7e9aa0d/tumblr_mqu15qPnOX1sosrgro1_500.png[/img][/QUOTE] tumblr nose
[QUOTE=MenteR;41667855]for some reason i found this hilarious. it reminds me of that hand from the adam's family.[/QUOTE] fisting was the first thing that came to my mind
... it's a statue
[QUOTE=Dr. Fishtastic;41668807]tumblr nose[/QUOTE] when did red noses even become a tumblr thang?? i was working on a painting today of a chick and she had a red nose, and a friend comes over, points at it, chuckles, and say "she got a tumblr nose". ive been doing that shit since 2011- the very same year i got serious about my arts! stealing it from Phobs' style, and the red noses girls in Norway get in the winter. I didnt even know of tumblr's existence back then. Did it even exist? [editline]1st August 2013[/editline] [QUOTE=kevlar jens;41670180]and the red noses girls in Norway get in the winter[/QUOTE] and yes i admire girls' noses. im a creep.
I noticed the "red noses" trend but I wasn't aware that it was a "tumblr thing" by any means.
Red noses are fun to draw and fun to look at. And cute in some cases.
can somebody direct me to some awesome photoshop paintbrushes? I can't seem to find any decent ones
[QUOTE=Whitewhale;41671889]can somebody direct me to some awesome photoshop paintbrushes? I can't seem to find any decent ones[/QUOTE] what exactly are you trying to do?
Got inspired by the lacuni's (if im spelling that right) from the diablo universe. [IMG]http://s24.postimg.org/vynt1a0n9/Lionperson.png[/IMG]
Happy to see you. WIP. [img]http://24.media.tumblr.com/0786143d8b5be364e872879e12635040/tumblr_mqvjbq4xkd1rt1xsno1_1280.jpg[/img]
fucking scary shit
God damn it M, i was just going to sleep :|
i aint afraid of no ghost
[img]http://31.media.tumblr.com/b3abb1982b58bfa82d04cef71bba8554/tumblr_mqvpaglPpa1sosrgro1_500.png[/img] idk
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