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[G] lovablemikey's Custom Texture Thread

Forum Index > SC2 Maps & Custom Games
Post a Reply
lovablemikey
Profile Joined October 2010
264 Posts
Last Edited: 2011-11-24 17:18:13
June 02 2011 23:20 GMT
#1
MY COMPUTER IS BROKEN! UNTIL I CAN GET A NEW ONE, THIS THREAD WON'T BE UPDATED

lovablemikey's Custom Texture Thread

If any of you are like me, you're bored stiff of Blizzard's default textures. They're very well done, look great, and get the job done; however, they've run their course. So, what do you do when you're sick of default textures? Make your own! That's what I did and I'm going to share my results with you all, you lucky dogs.

Materials:

NVIDIA .dds plugin for Photoshop
nDo normal map plugin for Photoshop
Photoshop
$1,000,000 for Photoshop

Step 1: Find Textures

You'll need textures to work with, first of all. Get onto Google or grab your digital camera and start collecting textures! Don't take every texture that comes your way. There are some things to take into account when choosing textures:

♥ Make sure the images are at the very least 1024x1024. That is the size that the editor stretches or shrinks all terrain textures to. If your images are smaller than that, the editor will stretch them to be 1024x1024. If your images are larger than that, the editor will shrink them to be 1024x1024. Simple, right? Here is what a stretched texture and a normal texture look like:

+ Show Spoiler [Stretched Texture] +
[image loading]

+ Show Spoiler [Normal Texture] +
[image loading]

♥ To change the dimensions of your images without distorting them, follow these steps:

      ♥ In Photoshop, go to "Image/Image Size."

+ Show Spoiler [Image/Image Size] +
[image loading]

      ♥ In the window that appears, find the width and height and select the smaller one.

+ Show Spoiler [Select Smaller Side] +
[image loading]

      ♥ Change the smaller side to 1024.

+ Show Spoiler [Change Smaller Side] +
[image loading]

      ♥ Go to "Image/Canvas Size."

+ Show Spoiler [Image/Canvas Size] +
[image loading]

      ♥ In the window that appears, find the width and height and select the larger one.

+ Show Spoiler [Select Larger Side] +
[image loading]

      ♥ Change the larger side to 1024.

+ Show Spoiler [Change Larger Side] +
[image loading]

      ♥ A warning will appear explaining that some of the image will be cropped off. Press Proceed.

+ Show Spoiler [Crop Warning] +
[image loading]

      ♥ Is it really that easy?! It is!

♥ In addition to having the proper dimensions, your images should have the proper DPI (dots per inch). 72 DPI is what you want; no more, no less. 72 DPI is the resolution for computer monitors. If your images are below 72 DPI, they will look grainy and of low quality. If they are above 72 DPI, they will increase in file size with every additional dot per inch. Not only that, but you won't see the benefits of higher DPI images. Since a computer monitor only displays at 72 DPI, 300 DPI images will appear as 72 DPI images on-screen while still using the amount of memory necessary for a 300 DPI image, and that's stupid. In Photoshop, you can check for DPI:

      ♥ Go to the menu bar and select "Image/Image Size."

+ Show Spoiler [Image/Image Size] +
[image loading]

      ♥ The "resolution" is the same thing as the DPI.

+ Show Spoiler [DPI] +
[image loading]

♥ Try to avoid images with strong shadows. Here are some examples to give you an idea of what I mean:

+ Show Spoiler [Bad Shadows] +
[image loading]

+ Show Spoiler [Better Shadows] +
[image loading]

+ Show Spoiler [Good Shadows] +
[image loading]

There are several good reasons for avoiding them:

      ♥ Shadows are created in-game. If your textures have shadows that conflict with the in-game shadows, because they are facing different directions for example, the lighting will look confusing.

IMAGE COMING
IMAGE COMING
IMAGE COMING


      ♥ Images with strong shadows will cause the light areas of your textures to pop out and the shadowed areas to stay flat, once the normal maps are applied. This gives textures an unevenness that is unappealing.

IMAGE COMING
IMAGE COMING
IMAGE COMING


♥ Picking textures that lend themselves to effective tiling can save you a lot of headaches. For all the other textures, there are a few problems you can run into. Guess what they are:

      ♥ The more shadowed areas there are, the harder your images will be to tile. Some images with small amounts of shadows can be altered to remove them, but if there is too much shadowed area, you won't have enough unshadowed content to use to cover up the shadowed areas.

IMAGE COMING
IMAGE COMING
IMAGE COMING


      ♥ Landmarks on textures can also give away their tiled nature. If you have a big rock in your image, when it's tiled, that rock will be repeating regularly across the terrain. It can look odd if not dealt with, but it isn't necessarily a bad thing. Keep it under wraps and everything will be OK.

IMAGE COMING
IMAGE COMING
IMAGE COMING


♥ Avoid images that aren't facing perpendicular to the texture. What you want are evenly flat textures, not ones where you can see any perspective. Images with perspective in them are practically impossible to tile. Here are some examples of what you want and what you don't want:

+ Show Spoiler [Bad Perspective] +
[image loading]

+ Show Spoiler [Better Perspective] +
[image loading]

+ Show Spoiler [Good Perspective] +
[image loading]

♥ The amount of zoom is also important. Images that are zoomed in too close end up looking gigantic in-game. Blades of grass can be as big as Marines if zoomed in too much.

+ Show Spoiler [Bad Zoom] +
[image loading]

In-Game:
[image loading]

IMAGE COMING
IMAGE COMING


♥ Blurry images don't make good textures; grainy images don't make good textures either. Make sure your images are in focus from edge to edge.

IMAGE COMING
IMAGE COMING
IMAGE COMING


Keeping all of these things in mind, you'll be on the fast track to selecting top notch textures. Remember, what I'm explaining are not rules that must be followed, aside from the 1024x1024 dimensions and 72 DPI rules. You can make a texture out of anything you want. If you take these points into account though, you'll get believable results.

Step 2: Tiling Textures:

Depending on your images, tiling can be a breeze or the exact opposite. The two most significant factors in speeding things up are how closely your images are to matching the criteria in the "Find Textures" section and what types of textures you're trying to make. I've found that dirt and grass textures take only a few minutes to make, but paved stone and brick textures require significantly more time. Make sure to put the necessary time in though. If you cut corners, it will show.

To start with, lets make a dirt texture. You'll be very happy with how easy it is. Before you know it, your armies will be dying on your very own dirt! So, without further ado:

♥ Select a dirt texture and load it into Photoshop. Once it's loaded, make sure its dimensions are 1024x1024 and its DPI is exaclty 72. If you skipped Step 1, that's where I explain how to do that properly.

♥ Now that we're all set up, you might be asking yourself, "but Mikey, how will I know the edges of my image will transition seamlessly to create a border-less texture?" To that I will answer: Like this!

Go to the menu bar and select "Filter/Other/Offset." What the Offset filter does is shift the seamed outer edges of the image to the center of the image. Having the seamed outer edges moved to the center allows you edit the seam out of the image. What's so special about that? Well, since the seamed outer edges are moved to the center, that means the seamless middle is distributed along the outer edges. So, once you get rid of the seam from the center, after you offset your image, you will have a seamless tileable image. Pretty handy, right?

IMAGE COMING
IMAGE COMING
IMAGE COMING
IMAGE COMING


♥ Knowing how to prepare an image to be tiled is great and everything, but how can the seam be covered up? A very fast way to do this is to use the "Clone Stamp" tool. Using that tool, we can take any section of the image we want and draw over the seam.

I'm still working on the thread. I'll be updating periodically.

Be sure to visit lovablemikey's Map Thread.
lovablemikey
Profile Joined October 2010
264 Posts
Last Edited: 2011-06-03 00:00:15
June 03 2011 00:00 GMT
#2
This is going to be a long tutorial, so I'm reserving this spot.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-06-05 12:28:42
June 03 2011 00:35 GMT
#3
deleted
xenogis
Profile Joined February 2011
United States63 Posts
June 03 2011 00:47 GMT
#4
I'm sure you could use GIMP to make textures that are just as good, you'd have to figure it out yourself though....
lovablemikey
Profile Joined October 2010
264 Posts
June 03 2011 01:53 GMT
#5
On June 03 2011 09:47 xenogis wrote:
I'm sure you could use GIMP to make textures that are just as good, you'd have to figure it out yourself though....

That's true. Gimp would work but the tutorial is based off of what I know and use, which is Photoshop. So, like you said, you would have to figure it out yourself.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2011-06-03 02:54:54
June 03 2011 02:54 GMT
#6
I haven't messed around with custom textures in SC2 much. I would like to. I had a lot of fun making new textures in other RTS games.

This is a great tutorial to have. (: I'm sure it could make things go a little quicker for me, although I'm pretty confident I could figure it out on my own eventually.

How do these custom textures affect filesize and load time for a map?
all's fair in love and melodies
lovablemikey
Profile Joined October 2010
264 Posts
Last Edited: 2011-06-03 05:36:32
June 03 2011 03:04 GMT
#7
On June 03 2011 11:54 Gfire wrote:
I haven't messed around with custom textures in SC2 much. I would like to. I had a lot of fun making new textures in other RTS games.

This is a great tutorial to have. (: I'm sure it could make things go a little quicker for me, although I'm pretty confident I could figure it out on my own eventually.

How do these custom textures affect filesize and load time for a map?

The file size gets pretty big with all of the textures and normal maps. Lovableland has 16 imported texture files in it and it's up to 10MB. Lowering the file size is something I'm trying to figure out. The download speed changes a little bit depending on who's downloading it. I've seen it range from 2 seconds to 30 seconds.
SaltyDog
Profile Joined January 2011
Uganda73 Posts
Last Edited: 2011-06-05 08:33:07
June 05 2011 08:30 GMT
#8
I never knew that this was possible. I'm going to give it a try!

EDIT: HOLY SHIT PHOTOSHOP IS EXPENSIVE


Yes Photoshop is expensive, it's a professional product so Adobe have to jack the price up as not many people buy it compared to something like Microsoft Office.
You can download it like you can download absolutely anything. "But that's illegal!" I hear you say. Well think of it like this, someone who types "HOLY SHIT PHOTOSHOP IS EXPENSIVE" into the TL StarCraft 2 forums isn't ever going to purchase a Photoshop licence and the people who can purchase it (i.e. graphics design businesses) will never download it illegally. This nullifies the idea behind copyright laws in that Adobe is not losing a customer and so it is not losing any money if you download the product because you won't ever buy it (unless you become a graphics designer in which case you will purchase a legit license).

For the record: Downloading software is illegal, don't do it! It's bad! Piracy funds terrorism!

*hides from moderators*


EDIT: LovableMikey, you need to add information on the diffuse, emissive and other layers that make up a working SC2 texture, this is how to make a tiling picture, not a SC2 texture.
I'm unemployed, so I make maps.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 05 2011 08:41 GMT
#9
Don't illegally download PS. Its well worth the money, even if it is expensive as shit. I bought it, and I'm no expert graphic designer. If you want a free program, use GIMP - I've also used that and its also very good, and totally free.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
lovablemikey
Profile Joined October 2010
264 Posts
June 05 2011 16:17 GMT
#10
On June 05 2011 17:30 SaltyDog wrote:
EDIT: LovableMikey, you need to add information on the diffuse, emissive and other layers that make up a working SC2 texture, this is how to make a tiling picture, not a SC2 texture.

I'll be getting to those. I'm collecting and creating images as examples. This tutorial is going to take a long time.
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