How do I create Textures?



  • DaremoK3DaremoK3 Posts: 491
    edited November 2012

    Regarding your first post in this thread of how to create a similar material to the one in the picture:

    Once you have solid low-distortion, "flattened" UV's ready to take a texture without distorting it, you can either add a tile-able texture tile, and adjust size, frequency, and offset via shader parameters, or you can paint your UV map to create the completed texture in it's entirety.

    A similar material can easily be created in either Paintshop Pro, and Photoshop (or GIMP, Artweaver, Paint_dot_net, and etc.).

    I created the following tiles, and material in Irfanview, and in conjunction with STile, but the same techniques can be applied in the aforementioned software. (These tiles are free for use; Both commercial, or non-commercial). You can find both free programs here:



    The pattern in the shirt is a simple four square repeating plaid that I recreated at 512X512, 1024X1024, and 2048X2048 seamless tiles, and a subsequent 2048X2048 texture material to be used for texture creation (also seamless tile-able). When creating such tiles you need to think in powers of 2. I created the tiles as follows:

    1. I created a 256X256 Grey tile. This was accomplished by creating White base, adding noise filter, desaturated to grey-scale, and then re-implementing 24 bit color.

    2. I created a 256X256 Black tile. This was accomplished by duplicating the Grey tile, applying a metallic filter, applying a median filter, and then using clone brush for clean-up.

    3. Next, I created a new blank (White) 512X512 tile for the base.

    4. I created a 256X256 marquee selection, put it in one corner, and then did a copy/paste of correct 256 tile for corresponding spot. Then did the same for remaining 3 spots (excluding White, of course). This completes a 512X512 seamless repeating tile that can be used in shaders, or for further tile creation.

    5. I went on to create a 1024 tile by duplicating the technique above. You create a 1024X1024 base, a 512 marquee selection, and then copy/paste your 512 tile into all 4 corresponding spots.

    6. I created a 2048 tile by duplicating the technique again. Now you have a huge tile with huge plaid squares. If you want smaller squares you can adjust tiles applied to shaders, or you can create smaller plaid tiles from your created tiles. I accomplish this via the next step.

    7. I created a smaller plaid, but keeping the 2048X2048 tile size by using STile. Using Copy/paste I inserted my 2048 tile into STile, and then I used the rotate seamless filter (applied a few times to get results wanted). Save, and done.

    Results: (excluding 2048 tile)

    1024 x 1024 - 414K
    1024 x 1024 - 169K
    1024 x 1024 - 267K
    512 x 512 - 67K
    Post edited by DaremoK3 on
  • tdrdtdrd Posts: 0
    edited December 1969

    AAAHHH - I am getting a little closer...

    I have made the seams finally and then clicked on UNFOLD as per tutorial at geekatplay, but the unfolded portions are low res and not spaced out with the correct orientation.

    Therefore I now ask if there is a way to move + rotate these meshes on the right to the correct orientation and make them a bit bigger?

    2000 x 1199 - 610K
  • RoygeeRoygee Posts: 2,220
    edited December 1969

    Well done - although the stray strips don't look good. Looks like you missed joining some seams all the way through. No problem - you can re-do easily from scratch now you know how it works.

    This is what I meant when I wrote that Hex has no idea of proportions. To rotate and resize, select facets - either on the model or on the UV map and use the normal manipulation tools, as if you were working on a mesh. Be sure to select an entire island or it will end up being a mess. Resize so as use use up as much of the grid as you can and be careful that everything is on the grid when you are done.

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