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geikie
Joined: 07 Jun 2004 Posts: 131 Location USA
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Posted: Sun Aug 22, 2004 5:26 am Post subject: Base Texture - Secret Recipe Included |
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This is to follow along in PhotoShop, sorr PSP folks, not sure about that one:
But this is the base stock textures I use and how to create them. For anyone who wants to know. You can print it out and follow along:
STOCK TEXTURE IN PHOTOSHOP
1. Create a new 512x512 image at 72 dpi.
2. Choose a nice nuetral green for the foreground color, and keeping in the same shade a darker one for the background color. You can use a color picker and a screen shot of a shade of green you like and find a few shades darker from that screenshot if you must.
3. Use the paint bucket and fill the background layer (base layer) with a solid foreground color.
4. Go to the Filters menu and add Noise using 12% Gaussian and Monochromatic.
Now go to the edit menu and go to FADE and fade to 70% and drop down the menu to Disolve.
5. Add a new layer and fill with the same foreground color.
Now go again to the edit menu and FADE that fill down to 12% using Dissolve.
6. Go to Layers and Flatten Image.
7. Go to Artistic in the Filters/Effects and use Paint Daubs with the first value at
5 and the second at 2.
Now again we fade this step to a mere 7% (this introduces a nice variety of shades and colors including other colors than green so hang tight if it looks a bit bizare).
8. Going back to the Filters, add Noise and use a 9% this time (not 12). Do not fade this one.
9. Go again to the Filters and go to Textures and add Sandstone at 85% and a strength of 6.
At this point you may color correct some, adjust levels some, but don't get too worried yet about the look.
10. Go to the select menu and SELECT ALL.
11. Go to Edit menu and define pattern.
12. Create a new 1024x1024 image and fill the background (top layer) with the paint bucket BUT use the pattern you just created, do not use a solid color.
13. Resize the 1024 to a 512x512.
14 Now, here we go... go to Filter and to Sharpen and then Fade that sharpen to 75%.
IF YOU DO NOT FADE THE SHARPEN, strange things will happen later in the game. Never ever ever sharpen a texture and then not fade that sharpen a tad, even if you only fade the sharpen to 85-90% you must fade that sharpen before saving to a TGA.
Now, I usually rotate the canvas 90CCW or 90 degrees counter clock wise at this point, but you don't have to.
Save this texture now as a TGA for use in the game, after you tweak the color balance, hue, and saturation and see if you like it in the game. May take practice and work but you should get a nice base layer.
So, if you copy the base layer and adjust the color and repeat a few times then using some erasing on each layer so the next layer shows through and some blending techniques you should get a nice looking stock texture. On some of the layers you copy, sharpen some more, mix it up, play with it.
Most of all, experiment and have fun.
Hope this helps someone out there one day.
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rospen
Joined: 10 Nov 2003 Posts: 364 Location Oakford, Western Australia
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Posted: Mon Aug 23, 2004 4:30 am Post subject: Base Texture - Secret Recipe Included |
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Thanks for the tutorial. Always looking for new textures so I will give this a try.

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geikie
Joined: 07 Jun 2004 Posts: 131 Location USA
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Posted: Mon Aug 23, 2004 5:44 am Post subject: Base Texture - Secret Recipe Included |
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Good luck Rospen, let me know if you need anything.
Also, I map greens at 8, tees at 14, fairways at 15, and fringes at 8 like the greens. So to see the difference of a tee box and green by the mapping will really make a texture look different in the game.
Hope that too helps.
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^~^~^~^^~^~^^~^^~^~^^~^~O~^~^^~^~^~^~^~^^~^~^~^
GEIKIE
Pro Click since 2001
Scoring average 66
Designer NO | Tournaments NO | Career Mode NO |
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| These damn Axis weapons don't work! - Sgt Sneaky Bastage AKA Axe R.I.P.
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