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Qworkshop3 Tutorials
| CUSTOM
TEXTURES 2 |
There is no point in
giving step by step instructions on making a
texture. It all depends heavily on what you want to
do. Instead, I will provide you with some example
textures to play with, and brief explanations of how
they were made. I rely mostly on filters when I do
textures so my best advice would be to get to know
you paint proggie real well. Play around.
These textures are
JPGs with virtually no compression. If you like
them, feel free to use them in what ever way you
want. It seems JPGs only work inside pk3 files (at
least for me), so if you want to use them in a
regular folder, you will have to convert them to
TGAs.
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This
simple marble texture was made by drawing
some doodles and then applying the 'ocean
ripple' filter. It tiles well in the game,
though not in the editor. The light
processing in the game tends to reduce the
contrast in the textures so here I have
increased it slightly after I felt the
texture looked OK. |
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Using
'Adjust>color balance' in Photoshop I
made the darker areas more red, and the
brighter more yellow. Once again, the
contrast and the color saturation is a bit
higher than what looks good in 2d, to
compensate for the increase in brightness
that occurs in the game. What we want to
avoid is that the texture goes white when
light falls on it. If the texture is to
bright, low in contrast or color
saturation, it will be plain white when in
the light, and plain black when in the
dark, and very little of the actual
texture is ever seen.
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By
inverting the color and fiddling around
with the contrast we get black marble.
Here the contrast is set lower as this
texture can handle an increase in
brightness. Dark textures are not as
sensitive to this phenomenon as light
ones. |
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In order to
use my marble I also needed a plain
texture to use around it. This is supposed
to look like some kind of wall, and works
surprisingly well in the game. Good all
round texture. The gray one will look
white in the game, but not plain bright
white. What we perceive as white is
usually highly subjective.
The texture
began as noise or grain, went through
'color balance' and finally 'angled
strokes' (slightly faded).
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With
some textures, you have to rely on the
architecture to provide the illusion. This
texture is just some color filtered noise,
but it will look just like sand if you
apply it to an uneven ground. If you use
it on a regular flat brush, it will still
look like sand (from a far kind of), but
you wont fool anyone. |
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This
is from a digital photo of the floor at my
collage. It looks like a white floor in
real life, but the camera thinks its blue.
I think using a digital camera is
cheating, but I had to try it. A bit to
colorful in its present state. If you want
to use it, try reducing the saturation. |
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I
usually avoid doing textures like this one
since there are plenty already in Q3A. But
I needed something to use together with
the blue marble brick thingy above, for
linings and cornerstone thingies. I have
used a shitload of filters on this one.
The slanting edges was drawn with plain
black and white in a new layer, and then
'multiplied into the original image. |
Tutorial by Papa Bongo
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