• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:27
CEST 03:27
KST 10:27
  • 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
[ASL21] Ro24 Preview Pt2: News Flash2[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy9ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Pros React To: SoulKey vs Ample ASL21 General Discussion [ASL21] Ro24 Preview Pt2: News Flash RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[ASL21] Ro24 Group D [ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4406 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
Next event in 7h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 90
StarCraft: Brood War
GuemChi 5135
Artosis 764
Bale 10
Dota 2
monkeys_forever387
Other Games
summit1g12072
Grubby865
C9.Mang0324
WinterStarcraft245
JimRising 236
Maynarde106
Mew2King67
ViBE37
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH283
• davetesta3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1049
Upcoming Events
Replay Cast
7h 33m
Afreeca Starleague
8h 33m
Light vs Calm
Royal vs Mind
Wardi Open
9h 33m
Monday Night Weeklies
14h 33m
Replay Cast
22h 33m
Sparkling Tuna Cup
1d 8h
Afreeca Starleague
1d 8h
Rush vs PianO
Flash vs Speed
PiGosaur Cup
1d 22h
Replay Cast
2 days
Afreeca Starleague
2 days
BeSt vs Leta
Queen vs Jaedong
[ Show More ]
Replay Cast
2 days
The PondCast
3 days
OSC
3 days
RSL Revival
4 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
4 days
RSL Revival
5 days
Maru vs MaxPax
BSL
5 days
RSL Revival
6 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Liquipedia Results

Completed

2026 Changsha Offline CUP
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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 © 2026 TLnet. All Rights Reserved.