• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:42
CEST 13:42
KST 20:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
RECLAIM STOLEN BTC HIRE BLOCKCHAIN CYBER RETRIEVE Weekly Cups (June 23-29): Reynor in world title form? The SCII GOAT: A statistical Evaluation PiG Sty Festival #5: Playoffs Preview + Groups Recap The GOAT ranking of GOAT rankings
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 678 users

[G] Basic Texture Blending Video Tutorial

Forum Index > SC2 Maps & Custom Games
Post a Reply
funcmode
Profile Joined June 2010
Australia720 Posts
November 03 2011 13:55 GMT
#1
OK so, first thing I'll say is, everyone has their own preference/opinion on what they think is "good texturing" - that's fine and I appreciate that.

But when I see stuff like this;
+ Show Spoiler +
[image loading]

And then replies like this;
+ Show Spoiler +
On July 30 2011 01:43 WniO wrote:
the textures look good, but a bit plain


I die a little inside. (Note: Absolutely zero offense meant to either EffectS or WniO, the objective here is to help people improve - this was simply the first relevant image I found)

So, with that in mind, I made a basic video tutorial on how to blend textures for a natural and aesthetically pleasing appearance.

http://www.youtube.com/watch?v=v0SVouUAcWM&fmt22


Normally I use my wacom tablet for this sort of thing, but in this case I used the mouse - something I hope each of you guys have - and so will be able to recreate. And yes, I know my mic is a bit quiet/not the best, I'll boost the volume in any new videos if it's a problem.

I know Bel'Shir may not have been the best texture set to use to demonstrate cause it tends to look quite nice regardless, but the same method applies elsewhere.

If people like this/find it useful I may be tempted to make more video tutorials.

Poll: Was this tutorial useful to you?

Yes (8)
 
47%

Maybe a little bit (7)
 
41%

No (2)
 
12%

17 total votes

Your vote: Was this tutorial useful to you?

(Vote): Yes
(Vote): Maybe a little bit
(Vote): No



Poll: More tutorials?

Yes (25)
 
100%

No! (0)
 
0%

25 total votes

Your vote: More tutorials?

(Vote): Yes
(Vote): No!



Thanks for reading/watching.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
NullCurrent
Profile Joined November 2010
Sweden245 Posts
November 03 2011 14:24 GMT
#2
Good tutorial for the basics, overlapping textures is one of the fundamentals to reach natural looking aesthetics!
(mechanical textures benefit less from overlapping, and can sometimes look really ugly when overlapped together, but mechanical stuff + dirt or rock can look awesome when overlapped).

I wonder why people always seem to forget that there is a falloff option
I almost always use a large (6-10) brush with very low increments (10-40 ish) with the falloff set to 100. This will make the blending that funcmode made in the video above slightly easier as you already have the gradient "built in" into the brush.
But then I am someone who usually goes over the same area several times with very transparent brushes to paint "layers" of textures.

Anyway, keep it up funcmode! It is good stuff!
The Planetary Workshop - TPW - Mapmaking Team
chuky500
Profile Blog Joined March 2010
France473 Posts
November 03 2011 14:51 GMT
#3
I don't like when the brush is very large with a big falloff because it makes the overview picture look blurry. You lose details. A big size is for big open areas without detail and a small size is for cliffs and around doodads. You have to paint around doodads and details the same way as the cliff in the tutorial, but with less contrast.

The important settings are the speed to very fast and the increment to something like 10-16 or lower. This way you have a smooth stroke instead of a series of dots. The fractal and noise brushes are useful but they're too slow for my computer.

Another important setting is to switch to the low graphics settings (File/Preferences/Video). Low Shaders help differenciate textures, there'll be more saturation and contrast between them. Low terrain will remove foliage and will help with the framerate which will help having a smooth stroke. View/Show Lighting/None is good too.

When you're painting empty areas, think of your textures as a palette of different colors and not in terms of what textures look like. Sometimes textures can also represent variations of the same color, lighter or darker. Use darker textures to fake occlusion in corners, and lighter textures to give emphasis on edges and make them look rounder. Also take care not to have the same stroke painting the top and bottom of the cliff at the same time. Try to have 2 different textures at the top and bottom.
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 03 2011 15:21 GMT
#4
Why don't you just use max fall off and/or texture blur tool? Achieves the same effect with a tenth of the effort you just showed in that video.
starleague forever
funcmode
Profile Joined June 2010
Australia720 Posts
November 03 2011 15:37 GMT
#5
On November 03 2011 23:51 chuky500 wrote:
I don't like when the brush is very large with a big falloff because it makes the overview picture look blurry. You lose details. A big size is for big open areas without detail and a small size is for cliffs and around doodads. You have to paint around doodads and details the same way as the cliff in the tutorial, but with less contrast.

The important settings are the speed to very fast and the increment to something like 10-16 or lower. This way you have a smooth stroke instead of a series of dots. The fractal and noise brushes are useful but they're too slow for my computer.

Another important setting is to switch to the low graphics settings (File/Preferences/Video). Low Shaders help differenciate textures, there'll be more saturation and contrast between them. Low terrain will remove foliage and will help with the framerate which will help having a smooth stroke. View/Show Lighting/None is good too.

When you're painting empty areas, think of your textures as a palette of different colors and not in terms of what textures look like. Sometimes textures can also represent variations of the same color, lighter or darker. Use darker textures to fake occlusion in corners, and lighter textures to give emphasis on edges and make them look rounder. Also take care not to have the same stroke painting the top and bottom of the cliff at the same time. Try to have 2 different textures at the top and bottom.

You're absolutely right, this tutorial is simply supposed to be a very basic introduction to blending textures - obviously you can go much deeper, thanks for the post!

On November 04 2011 00:21 a176 wrote:
Why don't you just use max fall off and/or texture blur tool? Achieves the same effect with a tenth of the effort you just showed in that video.

Personally I prefer the additional control I feel this method gives, but like I said at the beginning, to each his own.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 03 2011 23:03 GMT
#6
I would love to see more videos on different texturing techniques you use, Func. Please do more. =)

Personally, I don't think gradual blending is effective unless all the textures involved are natural blanket textures like grass or dirt (without rocks and cracks). I'm not sure how many people are like me, but when I look at textures I often just see the bitmaps. >.> So I prefer to use an "illustrative" style that focuses on portraying an idea because it won't look realistic to me no matter what. With the exception of grasses basically.

Of course there are many many subtle styles you can use at texture edges and blend zones to create entirely different perceptions of the essentially the same basic texture choices, which is where the real mastery lies--and this is what takes up all the time, so I don't pursue it much. ><
Comprehensive strategic intention: DNE
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
November 05 2011 04:48 GMT
#7
My votes were "maybe a little bit" and "yes". This was not an earth-shattering revelation, but it was interesting to see what kind of technique you use. Something more interesting (to me anyway) would be your decision making with different textures to get the effect you were trying to achieve. The mechanics may be a part of that, but your overall strategy each time cannot just simply be "well, I'm going to layer this texture on that texture around every edge" as I think you were criticizing in your "die a little inside" example.

What I would really like to see out of you (along the lines of the mechanics rather than the thought process) is a lighting video -- I think you have at least one map (submitted to the TL contest?) where your walls look like they are glowing. I could not seem to find the right references on this because I couldn't seem to get the omni lights to work.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 05 2011 04:53 GMT
#8
The goal for texturing imo is to make it look natural, like with Bel'shir it just feels natural to have longer/darker grass next to walls and lighter grass on open fields.

Also if you're interested in lighting you should check the VOD of iGrok's light tutorial (don't ask me about a link though :/)
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-11-05 05:36:52
November 05 2011 05:33 GMT
#9
On November 05 2011 13:53 FlopTurnReaver wrote:
The goal for texturing imo is to make it look natural, like with Bel'shir it just feels natural to have longer/darker grass next to walls and lighter grass on open fields.

Also if you're interested in lighting you should check the VOD of iGrok's light tutorial (don't ask me about a link though :/)

Yes, but you don't just go into a map and say "ok, terrain is done, I want this to look natural" and poof your aesthetic just does itself. You have something that you want to do and then you try to do that *and* you try to make it look natural. Even in making something look "natural" you could have different takes on what is natural for a given section of the map. For example on your map, Hellvetia, you decided to take a much broader point of view on the aesthetic and shaded different regions differently, but on the whole blended the sections of the map much differently than most do where the aesthetics generally just get mirrored along with the terrain. You did this to good effect and with the lava theme it looks very "natural" and was a neat take on map aesthetics. This however, was much more transparent an aesthetic decision (to me anyway) than saying "it just feels natural to have longer/darker grass next to walls and lighter grass on the open fields." Granted in a grassy area the shady undisturbed corners generally tend to get more easily overgrown, by what made you choose to go that route instead of something else that might be equally "natural" but different. You might say this is just style or preference, but I'd like to hear the thought process why you chose to make it look "natural" in the particular way that you did. And by "you" I mean funcmode or whoever is stepping up to do a tutorial.

Edit: Did you mean his lighting packs? I don't see a VOD in there...
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 05 2011 06:34 GMT
#10
On November 05 2011 13:48 HypertonicHydroponic wrote:
My votes were "maybe a little bit" and "yes". This was not an earth-shattering revelation, but it was interesting to see what kind of technique you use. Something more interesting (to me anyway) would be your decision making with different textures to get the effect you were trying to achieve. The mechanics may be a part of that, but your overall strategy each time cannot just simply be "well, I'm going to layer this texture on that texture around every edge" as I think you were criticizing in your "die a little inside" example.

What I would really like to see out of you (along the lines of the mechanics rather than the thought process) is a lighting video -- I think you have at least one map (submitted to the TL contest?) where your walls look like they are glowing. I could not seem to find the right references on this because I couldn't seem to get the omni lights to work.


The end goal of any texturing job is to provide contrast to the player. To let them quickly evaluate with their eyes rather than their brains where cliffs start and end, different paths and directions around the map, etc. This is important because in SC2, and most RTS, the angled view means there might be situations where low and high terrain may otherwise be indistinguishable if you don't take take to make the proper contrast.

Using a dark to light scheme is the most effective way of achieving this. Making it look 'natural' is just another way of saying 'making it look good'.

And cliff glow, use the 'Back' lighting key for that. For localized cliff glow i use large omni lights, just place them next the cliff. You can modify the size of these lights just like any other doodad to make the light cover a larger area if needed.
starleague forever
funcmode
Profile Joined June 2010
Australia720 Posts
November 05 2011 16:21 GMT
#11
@HypertonicHydroponic - I apologize I never went into the thought process behind *why* things should look the way they do - this was never my intention anyway, this tutorial was always supposed to be about the technique and not the concept. a176 and Flop pretty much summed up my opinions though, differentiation between cliff levels is absolutely key to good texturing.

Also, the "glowing cliffs" you refer to can only be Neonights + Show Spoiler +
[image loading]
- in which I just used cyan omni lights to illuminate the cliff edges, the lighting itself I think is just default Shakuras.

This tutorial seemed to be somewhat helpful for most people, which is good, and there's an overwhelmingly positive response to more tutorials - so I ask you guys - if I made more tutorials, what subjects would you want me to cover?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
November 06 2011 13:21 GMT
#12
No need to apologize, as your poll shows, the tutorial was entirely helpful to some people to see your technique. I was just clarifying my poll vote since "maybe a little bit" could mean a lot of different things. Again, I would say an answer like "to differentiate cliff levels" is like "to look natural" in that it is a guiding principle rather than a design decision. In general you want to do these things, but *why* you choose each specific *how* is something I'd be interested to hear. For example, your *how* in this video is not "to shade dark around the columns and gradient to the middle where the grass is light to non-existent", that is just the technique, your *how* is "to make it look like the old stone tiles are getting overrun by vegetation". Obviously your were trying to make it look *natural* or good, and you are also highlighting where the cliff level is. But *why* did you choose to do that in this specific way with this tile set? You could have taken another artistic direction with this tile set, one that looks just as good/interesting and differentiating of cliff levels, could you not? But why the one you choose? I hope I am being more clear about what would interest me in the next tutorial, even if you decide its main focus will be on techinque.

As for the omni lights... ::sigh:: do you have a reference for this? I've tried using omni lights, but they just don't seem to work for me and I really don't know why. I read somewhere that you have to turn up your graphics. Mainly I have everything set to low because my FPS on anything else is horrible. But when I did set it to high to test the omni lights I was using, it still didn't show up. Do you just drop them on the map or is there some way you have to activate them or what? What could be causing them not to show up? Do they have to be at a certain height above the ground? My "next tutorial" vote is for lighting -- even if it is only technique.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 1: Playoffs Day 3
ByuN vs ChamLIVE!
herO vs Reynor
Tasteless1596
Crank 1087
IndyStarCraft 234
Rex166
3DClanTV 110
IntoTheiNu 57
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #93
CranKy Ducklings75
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1596
Crank 1087
IndyStarCraft 234
Rex 166
ForJumy 29
MindelVK 17
StarCraft: Brood War
Calm 10274
Horang2 1875
Larva 1068
Flash 1033
Jaedong 676
Stork 325
BeSt 276
Soulkey 218
actioN 212
Last 189
[ Show more ]
Hyun 172
Mini 162
Bisu 119
TY 105
Yoon 53
Mind 48
hero 43
sorry 42
sSak 37
Barracks 27
Free 27
GoRush 25
NaDa 21
Mong 18
sas.Sziky 17
Icarus 17
yabsab 15
ivOry 2
Dota 2
XcaliburYe561
canceldota155
League of Legends
singsing1680
Counter-Strike
Stewie2K482
Heroes of the Storm
Khaldor237
Other Games
B2W.Neo1058
XaKoH 447
DeMusliM393
Lowko153
Happy147
SortOf135
Fuzer 93
Organizations
StarCraft 2
ComeBackTV 892
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV506
League of Legends
• Lourlo2107
Upcoming Events
WardiTV European League
18m
FEL
4h 18m
RSL Revival
22h 18m
Clem vs Classic
SHIN vs Cure
FEL
1d
WardiTV European League
1d
BSL: ProLeague
1d 6h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.