GIMP :: Creating Great Looking Game Textures

Dec 12, 2013

How to make textures look great around the edges and blend nicely with the background.

Here's a sample of my problem, here's how the texture starts to look:

Here's it is rendered against a smoky light colored backdrop:

Here's how I want it to look, the edges are so nice!:

Here's the above ball zoomed in:

I can add shading in the .png file but then I can't render it properly as the shaded geometry messes up when I created the transparent background.

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Photoshop :: Creating Game Textures From Photographs

May 20, 2003

I'm trying to make some textures for a 3d game with a digital camera.

If you look straight at a wall, and take a picture of it, it will be most likely that the edges of the wall won't all have the same color, because of lighting.

I have no problem getting the perspective and size of the texture right - my problem is getting the shades of the texture even, so that the final texture is seamless (i.e. if you place them next to / above each other, you get the illusion of looking at one image, and not a bunch of squares which don't fit together nicely).

Do some of you have some tips on what I can do to get rid of my problem? Is there some way to "even out" a specified color range? Do some of you maybe know some tutorials on the web which discuss this (I haven't found any )?

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Paint.NET :: Game Textures - Creating Alpha Fade?

Dec 21, 2013

I make game textures. What I want to know is if there is a plugin that can create an alpha fade? So that, lets say, on the left side remains no alpha, but heading toward the right is a gradual fade into alpha.

The regular transparency plugin allows either the entire image or a selection within the image to become alpha. A way to simulate this is to make an image half black and half white.

Next select gaussian blur to have both sides bleed into each other from white to black then click black to alpha plugin in and that creates a fade from white to alpha. An alpha fade from the white to the black side of the image.

But I was hoping that there is a plugin that could ignore colors and create a gradual shift into alpha from one side of the selection to the other.

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3ds Max :: Bake Down Textures For A Game

May 13, 2011

Is there a way to bake down multi-part materials and textures in a complex scene for a game?

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GIMP :: Creating Of Metal Textures?

Oct 17, 2012

I am working on a 3D object (a bus) and want to add a deep metal color on it! I don't know how to make a texture so I get that nice metal color! I am going to paint the bus red and some other color but I get lost in all effects etc!I How I continue after adding a red color on the texture so I get it to look like a nice deep metal color!

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Photoshop :: Creating Great Shiny Effects

Apr 25, 2008

# The exact version of the Adobe Application you are running.
Adobe Photoshop cs3 version 10.0

# Your Operating System details.
Windows XP

# Amount of installed RAM.
2GB Ram

# Amount of free disk space.
~360 GB free

# Make/Model of Video Card.
nVIDia GeForce 7600 GS 256 mb

Hi,

I m working on photoshop using it to create clothing.

Usually i was working with the Dodge and Burn tool 3% after drew with white lighten brush a white effect than i usually start to work it out to create for example shiny? effects on black clothing.

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Paint.NET :: Creating Skyboxes For A Game

Feb 1, 2013

I'm trying to create a skybox (basically, a giant hollow cube that goes around a map to give the impression of a sky) for a game.
 
However, I don't know how to create a good sky and such that fits within the template and looks smooth all around.
 
Basically, the template is as follows: (note: this isn't actually the template. Each side is uploaded individually. The template is to show the wrapping.)
 
So how would I create a good, realistic sky that wouldn't look messed up at the corners or not matching up at the top or such?

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GIMP :: Trace Cut Out From Game Characters / Models?

Jul 29, 2013

I'm playing a racing and I'd like to screenshot my cars, or some of them, and cut them out to a transparent background.

So I want to be able to take the car out of the picture, with a tracer pen (if possible). I used to know how to do this awhile back but I done and forgot how after stopping making signatures and stuff.

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GIMP :: Make Basic Templates For Collectible Card Game?

May 9, 2013

I am trying to make basic templates for a collectible card game. The first step is creating the card in the correct shape and making a border. Here is what I did so far :

1. Create a new project in the appropriate size

2. Create an alpha layer

3. Select rounded rectangle to round the edges

4. Invert selection and delete

Now I have a nice card in the correct size and the correct shape.This is where the problem comes in . I want all cards to have a uniform border around the outer edge and I cant quite get this right.

I duplicated the layer and resized it to create the same shape in a smaller size to make this border, but when I show both layers the rounded corners on the smaller sized layers still show up as square. If I show only that smaller layer though, I can see that it has rounded corners.

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GIMP :: How To Make Black And White Alpha Channel For A Video Game

Jan 31, 2013

I'm trying to make a texture for a model in a video game, and I want some of it to be transparent. This is done by editing a text file that tells the model to use the textures alpha channel. things in the alpha channel that are white are transparent and things that are black aren't.

But I don't really know how to edit the textures alpha. Here is a video I've seen that explains how to make one in photoshop: [URL]......

How to do exactly what he does in gimp? whenever i duplicate one of the rgb layers, it isn't black and white like it is in ps. i'm also not sure how to have it turn into the alpha.

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Paint Shop Pro :: Creating Textures From Images

Jun 29, 2012

Is it possible to create textures or patterns from images in PSP v7?

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GIMP :: How To Make Low-Res Textures

Sep 22, 2011

The other day I wrote a tutorial for making low-res textures, useful for game art (My use) or for minecraft texture packs.

You can view the tutorial here: [URL]......

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GIMP :: Create High Resolution Version Of Low Resolution Texture Used In A Game

Nov 17, 2012

I'm trying to create a high resolution version of a low resolution texture used in a game. I've found a pattern that I think is acceptable, from a real image.Now the question is this: how can I colorize the large image to that it is as resemblant as possible to the original one? I've tryed a simple colorize, but the result is not so good...

Original texture:

[URL]

The image to be colorized:

[URL]

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GIMP :: Textures For Replacing Background

Dec 27, 2013

I have tried using Textures mainly for replacing the background on a photo. So far I have been able to do it but alot of the times the main subject in the image is covered by the texture. My goal is to replace the background only with a texture and leave the rest of the image as is.

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GIMP :: How To Import Alpha Textures

Apr 19, 2011

How to do the steps described in the article "How do I Import Alpha Textures?" (

[URL].... butwith GIMP?

Is special, how can I create an explicit alpha channel that I can manipulate?

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GIMP :: Engraving Designs Into Textures?

Jan 31, 2012

how to engrave a design into a texture in gimp like this tut for photoshop found here. [URL]

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GIMP :: How To Add Textures And Transparency To Layer

Nov 25, 2013

I'd like to achieve an effect similar to the one shown here:

[URL]

What I need to do...

1.) Take screenshots of various pages of code (did this)
2.) Use masks (or maybe not) to apply some sort of texture behind each screenshot
3.) Use a perspective effect to rotate each page of code to varying extents
4.) Use masks and transparency (or maybe not?) to paste the pages on top of each other in layers

I should be looking up and combining to get there, and with other specifics.

Regarding (1), do I want to capture screenshots of black text on a white background? Or, the reverse? Regarding (2) and (4), are these right?

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Feb 4, 2014

I want to do for X plane 10. As x plane uses only a single texture per object i need to create a texture which would contain all faces of a building e.g. the roof / front / back etc.. , i tried one by making a 1024x1024 area and imported the other images and saved them as a single jpg. but the texture is not showing up.

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GIMP :: Generating Patterns / Textures On Image

Apr 19, 2012

Is there a way to select a portion of an image, and create patterns/textures that fill the selection?

If yes, is there the option of using my own images as the pattern/texture to be used? And is there the option to fill the selection either randomly or pattern-like? 'Noise' is not what I'm looking for.

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GIMP :: Making Safe And Other Ruler Like Textures?

Nov 30, 2012

Being a 3D modeler, I want to texture my safe in GIMP. However, I have no idea how to go about texturing that dial like bit where you turn the handle, complete with numbers.

I want a lines going out from the center, lots of lines, and some numbers along a circular path.

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GIMP :: Parallel / Cloned / Twin Layers For Tiled Textures?

Jul 3, 2013

I'm currently using GIMP for making textures for a 3D game. These textures are drawn by hand and making those "tileable" is a bit awkward most of the time. There's all sorts of manual methods but I'm wondering if there's something that will take care of this in real time. Anyway what I'm looking for:

Is there a way to create layer groups which contain the very same layers at different locations? Or displaying the same layer group in two places next to each other? So stuff I draw in one place is "cloned" in real time to another layer or group? What I want is the ability draw seamlessly, so when I draw at or past the layer borders on the bottom I automatically draw at the top border.

I can kinda achieve this manually either by offsetting a layer or by making the layer bigger in size than the texture I want and then cutting and pasting the details beyond the actual texture size to the opposite side. But those are very awkward procedures, especially when working with many layers that have to be drawn and edited separately. Is there maybe some automated feature that takes care of this for me in real time?

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Photoshop :: JPG Looks Great On Mac, Dithered On PC

Jun 18, 2004

Dithered usually refers to the alternating pixels present in some .gifs, not .jpgs. Is that really what you mean? - if it is, can you post the .jpg?

Also, if you aren't saving it using "Save for web", you probably might want to try that.

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Photoshop :: Why Do Filters Look Great In Preview Then Not After Applying

Nov 16, 2013

I'm using Photoshop CC on windows 7 64 bit  Compaq Presario CQ57. I'm very concerned that the "v ram" graphics card memory with this laptop is not big enough for the stated 512MB needed for 3D and other visual effects and that this might be the issue.
 
The "v ram" is set by HP on these models and is apparently 'linked' and 'unchangeable' from the motherboard. (as is 99 percent of laptops) BTW, I am disabled, I can't use a desktop PC.
 
I can't, however, find out how big the actual "v ram" is on my laptop. My computer's direct x diagnostic tells me the total display memory is 1960 MB. But is this the same as the v ram? Perhaps I'm just missing a stage in CC Photoshop that I need to do before using filters.

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CorelDRAW X3 :: Custom Brushes Turned Out Great

Aug 25, 2012

I gave up on using artistic media brushes because I haven't been able to fix whatever is wrong.  I want to be able to use them to create hair on a portrait I'm working on. 

I decided to try am brushes again. So, I made three custom brushes and they turned out great.  I used one to draw a hair and this caused Corel to freak out.  The Object Manager froze and wasn't obeying my commands.

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Photoshop :: Make A Product Bottle Look Great?

Sep 15, 2005

I have a nice image of a bottle and want to add some effects to it to make it stand out. What do you think of a spotlight or cool reflection? It has a product label on it though.

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Photoshop :: Develop Great Color Workflow - SRGB?

Apr 19, 2012

Question for you. I'm really trying hard to develop a great color work flow. I realized after my new discovery I didn't to proof my photoshop files under Blurb's cmyk profile any longer. I went under Proofing and selected the calibration I have done with my X-rite colormunki. I realize under custom is the whole array of choices from the default Apple RGB to selecting the calibration colormunkit profile I do every two weeks with my X-Rite Colormunki. I just realized there are other settings I can select as well. One being the legacy Macintosh RGB Gamma 1.8. then Internet Standard RGB (SRGB), and finally Monitor RGB. the second of first choice

This question has gotten more intense for me. Since I'm working in Photoshop on files for my website should I set the monitor to Internet Standard RGB (sRGB) when I'm color correcting and adjusting my files for the web. Also should I go under custom and select the X-Rite Colormunki profile? Also since I'm going to only use SRGB files for Blurb books and not use Blurb's Icc profile any longer. Should I also select the Internet Standard RGB (sRGB) as for my monitor while adjusting my files for Blurb books or leave it as one of the other two legacy Macintosh RGB Gamma 1.8 etc?

Now again I'm wondering when I'm printing files for my Epson printers should I select legacy Macintosh RGB Gamma 1.8 or monitor RGB. Also should I choice the X-rite calibrated profile. I know when I'm in the Epson driver I go and select the printer profile for the printing paper I will be using.

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Photoshop :: How Have Great Exposure But Not Blow Out White Pants?

Jun 15, 2008

I'm in ACR, I got great exposure of a model. But if I make the white pants look good, the whole image is too dark. What do I do? CS3

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After Effects :: Transparency / Alpha Great Mystery (IMPORTED PNG Sequence)

Mar 28, 2013

The problem: I am importing a PNG sequence into After Effects (CS 5.5), however AE refuses to see the Alpha channel contained within the sequence. Now before anyone jumps the gun and says, "But wait, PNG does not really support alpha, it just supports transparency!" Right, something I just learned, and still -- quite honestly -- baffles the heck out of me.
 
But anyway, another PNG sequence exported from the exact same program, imports into After Effects just fine with an "alpha channel" and all. I double-checked, and there is NOT an option in the program to export the PNG without transparency info.
 
Importing sample images from each sequence reveals the EXACT SAME THING ... both have transparency, but NEITHER have an alpha-channel per se.
 
1) why in the heck AE would interpret one's transparency, and not the other?2) Is there a way to FORCE AE to see the transparency of the one?3) IF not, is there something out there that will convert the PNG's with transparency to another format (TIF, TGA, PSD) with an alpha? I just don't want to have to re-render the sequences again. 

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Aug 6, 2013

How to distribute object (circle) in selection of great number of points?

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Photoshop :: Computer Game Look-a-like

May 24, 2006

how I am able to generate a graphic from a photo that looks like its from a computer game?

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Photoshop :: Color Numbers Game

Feb 15, 2012

I have a question on color numbers
 
My i1/X-Rite shows a table, after profiling, of the color numbers set in RGB, the color numbers expected in LAB, and the color numbers measured after profile/cal, again in LAB. One of the numbers with the greatest difference between Expected and Measured out is pure Red, set as 255,0,0 in RGB. The measured error value is, in percentage, 1.14%. Now here's where it get curious.
 
When I open PS and set a Color fill for 255.0.0 RGB, the resulting LAB is nowhere's near the one's indicated in the table as “Expected” as below:
 
X-Rite Table
RGB= 255,0,0
LAB Expected:
L 56
A 80
B 66
 
Photoshop Fill
RGB set to 255,0,0
LAB Numbers
L 61
A 127
105.
 
If I set the Expected LAB values, in Photoshop, of course, RGB is not 255,0,0 and to see what the differences are, I did both sets of LAB values, set one image as a layer over the other and went to Difference. The result was a muddy green, like old pea soup.
 
In case you are wondering why I am doing this, it's because on a particular image with ample dry grass in the image, the difference between the print and the screen is noticeable, if on the subtle side, so I make a correction using Selective Color, Picking the middle gray and moving the Cyan slider -3, which then produced a print extremely close to the screen; -2 would be better.
 
It would be nice if all I had to do is to save this Selective Color setting and use it when I print on my basic paper. It may also simply mean I should profile the printer as well, and I will do so. But it nags me to see what X-Rite calls pure Red and Photoshop shows as pure Red, both set at 255,0,0!

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