How to create a new texture in Photoshop. Using different textures to create compositions in Photoshop CS5


In order to edit textures, you will need an image editor with transparency support (paint will not work) and at least basic knowledge on using this program. The most popular is photoshop, there is also gimp and many other programs.

If you already have a suitable program, then you need to take some texture as a basis. If you want to do everything from scratch, then you can take standard textures: (downloads: 1585)

You unpack the archive and get a folder with subfolders and pictures. Then you just need to find the corresponding picture and edit it.

Let's look at the folder structure and what you can find there:

terrain.png Most important file- block textures. Lies at the root
pack.png The icon of your texture pack, which will appear in the list of texture packs in the game.
pack.txt The signature of your texture pack, which will appear in the list of texture packs in the game.
ctm.png File for combining blocks. For example, if you place 2 chests next to each other, you will get a double chest. Or glass connections.
particles.png Particle textures. Lights, potion effects and other little things that fly in the air.
achievement Folder with textures for the interface and achievement icons.
armor Folder with armor textures (chain - chain mail, cloth - leather, diamond - diamond, gold - gold, iron - iron). There is also a file witherarmor.png related to the Wither mob and power.png - the texture of the effect when lightning strikes you or the mob.
art The folder contains 1 file with painting textures.
environment Folder with textures of clouds, rain, snow and lighting.
gui Folder with game interface textures, as well as item textures in items.png.
item A few special items such as arrows, trolleys, doors, chests. There is also a texture for experience balls (xporb.png).
misc Folder of different textures: color schemes, change of day and night, lighting, water texture.
mob Mob textures folder.
terrain Moon and sun.
title Logo and background in the menu.

Don't be afraid to experiment!

And don't be afraid to use transparency. This is the only way to learn all the subtleties, the only way to learn how to make unique textures. Explore other people's creations that you like and don't be afraid to experiment yourself!

For example, paintings can be made shaped using transparency. You are not limited to a square frame:



Or zombies, like player textures, have a slot for a “hat”, knowing this you can create interesting textures, for example, the following zombie texture was made:

But in reality it looks like this:

Higher resolution textures

To create textures more high resolutions necessary or take textures as a basis the required resolution or manually stretch standard textures to the desired resolution (for resolution 32 stretch 2 times, for 64 4 times, etc.). No further special actions are needed.

You should stretch without using anti-aliasing, otherwise the resulting textures will be blurry (if you are going to redo everything, then this is not particularly important), for example, in Photoshop, when resizing, you need to select interpolation “By adjacent pixels”:

For Gimp you need to select the interpolation quality as “None”:

Then the appearance of unchanged blocks will remain standard.

Random monsters

It can be done so that mobs can have different models. Not 100 identical zombies, but a motley crowd. For example, let's make random textures for zombies. To do this, draw as many zombie textures as we can and save them as “zombie.png”, “zombie2.png”, “zombie3.png” and so on. As a result, we get random textures for zombies. This can be done with any mobs.

In this tutorial we will learn how to create our own textures in Adobe program Photoshop. Then they can be used to design the background of websites, as textures for 3D graphics, etc.

But there are some pitfalls that make creating textures a little difficult. The thing is, when shapes are used to create textures, it is difficult to smooth out the places where they join each other. And if a discrepancy is visible, then the quality of the texture will not be the best.

In this guide we will try to solve this problem.

First, create in Photoshop new document size 100x100px. Select a brush (B) of your choice and draw something like this:

Now let’s convert the drawn figure into a pattern using the Edit > Define Pattern... command and call it “texture”. Go to the Image > Canvas size command and set the new size to 400x400px.

Let's fill our entire canvas with a new pattern using Edit > Fill...

You should get the following:

As you can see, the patterns do not completely fit together. Therefore, a full texture is not obtained. I would like to :)

This problem is solved by using the Offset filter. This filter moves the image by the specified number of pixels. IN in this case the image moves within the outline, while the outline itself remains in its original place.

The effect of the Offset filter is similar to inserting an image into a path and then moving it.

Therefore, go to the command Image > Canvas size and again set the value to 100x100px. Then fill the image with our pattern Edit > Fill...

Let's call the Offset filter using Filter > Other > Offset with the following parameters:

As you can see, the horizontal and vertical pixels have moved almost half of the image:

Now all that remains is to connect the edges of the “broken” lines using the same brush with which we painted them. So select the Brush Tool (B) and connect the lines into one:

Now apply the Offset filter again (Ctrl+F).

Applying different textures to elements can greatly enhance your design. Textures can be used to create print designs or for various web projects, and in any case you need to know how to handle them correctly in Photoshop. After all, the ability to create different textures can also be very useful for building modeling. Therefore, today we will present to your attention a selection of lessons in which you will find various techniques for working with textures.

5 Ways to Use Textures in Design

Adding a rust texture

In this tutorial, you'll learn how to add a rust texture to various objects using additional adjustment layers, color adjustments, and simple filters. This technique can be applied to more complex illustrations and collages.

Create a realistic paper texture in 5 minutes

Cookie Effect in Photoshop

Creating a website layout using different textures

Creating such a template will take you less than an hour. In the lesson you can find some practical tips.

Adding texture to the image

This technique is not suitable for all illustrations - the superimposed texture will look better with some, and worse with others. It is very important not to overdo it with such textures in your images.

Stone texture in Photoshop

This tutorial will show you a quick and easy way to create a realistic rock texture using the Liquify filter. This lesson was created for users who already have an understanding of working in Photoshop.

3 Easy Steps to Adding Textures

Using textures in design is quite an important thing. This tutorial will help you do this very quickly and easily.

Creating grunge textures in Photoshop

This tutorial shows you a quick and easy way to create a grunge texture background in Photoshop.

Using different textures to create compositions in Photoshop CS5

Certainly. you can take a photo and use it for texture. But this is not the only option. You can create the wood texture yourself, following the steps of this lesson.

Create a grunge design using Photoshop

Lesson on creating lighting effects

Wood texture tutorial

An easy way to create realistic wood texture.

Create a concrete effect using different layer styles

It's amazing what you can do by playing with different styles.

Scaly skin

The thing to thank Photoshop for is that it can make things a lot easier. Imagine how long it would take to create an illustration of a dragon, dinosaur, or other reptile that has scaly skin.

Adding Textures to Skin

Tip: How to turn wood texture into an amazing background

Dynamic watercolor typography

This tutorial will show you how to mix some vector elements and watercolor effects into your design. Very quick effect, which mainly depends on the right choice images and colors.

Everything ingenious is simple!

The main purpose of this article is to show some texturing techniques and rules that will take your textures to the next level. new level quality. All the tips you will read in this article are not the only method for solving problems, but judging from my many years of experience creating textures, I can say that these methods work the best way(quickly and efficiently).

1. Expressiveness of the material - what is it?

Concept expressiveness of the material I will use it very often.

Demonstration of the NOT(!) expressiveness of the material.

But in the end, it doesn't really matter whether the texture itself looks good or bad, as long as it looks great on the finished model.

However, great way to check the quality of the texture is to look at the layout and note for yourself whether you can recognize which material is where (metal, stone, rubber, etc.) or determine which part of the model is deployed here.

But if you are working on modern materials or materials of a new generation (NextGen materials), then this is not always possible. However, if you can still recognize the material, then there is a great chance that the material will look great on the model. But if the material cannot be recognized, then there is a good chance that you will be looking at a bunch of random colors and pixels, but in fact it should be metal.

(Using photos as textures can easily fix this, but more on that below.)

Besides good diffuse map (diffuse map) Also great importance has quality reflection maps (specular map). There are many tools that will create a reflection map for you, but they don't give you the control you need. Especially when you're working on different materials, placed on the same texture, or with bright text.

This leaves Photoshop as the only great tool for creating reflection maps. Using it you can make a mask that will exclude areas where the reflection map is not needed. And if you have white text on your texture, then using a mask you can dim the brightness of this text on the reflection map.

Above is a picture that shows how you can create a reflection map for a simple texture with two materials: concrete and metal. Each material has its own level correction (Levels 1 and 2) with a mask. You can also use Brightness/Contrast instead of adjusting levels, but using levels gives you more control over the picture. And on top of the adjustment layers (Levels 1 and 2) lies Hue/Saturation so that the reflection map becomes black and white.

2. Base material

When creating a texture, it is good practice to start working with a base material. If you are creating a metal material, then first create a uniform (preferably repeating - tiled) texture, completely filled with metal. If the metal is needed damaged, then the damage can be painted on top of the base material.

Be sure to keep the base textures. This way, if you need to create a metal material again, you take the base material and create a new one based on it.

This is very convenient if you are working on a number of typical objects or buildings. So, starting with a base material for each type of material in your texture can create good material expression. Once each part has its own material, you can start adding details.

3. All the beauty is in the details that are invisible at first glance.

High-quality texture on a low-poly model.

This is what a lot of people miss when creating textures - small parts. They are not visible at a quick glance, but greatly increase the interest and liveliness of the texture.

Depending on the style and theme, you can use both minimalism in details and textures that are extremely rich in details.

Your job is to give the viewer an object that looks awesome. Subtle details are perfect for this task, and these details can be anything. Stickers, leftover paint, rivets, bolts, some scribbles with a black marker, dirt, grease stains, whatever.

But the main point is to make it all discreet/inconspicuous. If you overdo it, the effect will be the opposite and the picture will deteriorate.

The object in the picture below is very good example creating parts in the required quantity. As you may have noticed, the diffuse color is immediately loaded with details and most of them are invisible at first glance. There are pieces of film on the object, stains, stickers with text, scratches, rivets, labels, etc. It is these details that give the twenty-two triangles of the model a realistic look.

4. Make your textures clearer.

Be careful. Some love clear (sharp) And sharp(crisp) textures, while others leave them a little blurry.

Personally, I prefer sharp textures, so I always apply a sharpness filter (Unsharp mask in Photoshop) to the entire texture as a final step.

Essentially, I just make a copy of my entire texture and make that copy the topmost layer. Then I apply the Unsharp mask filter to this layer (despite its controversial name, this filter will make your texture sharper).

I prefer to use a filter instead of Sharpen Unsharp mask- with it you will 100% not spoil the texture. In addition, the Unsharp mask gives additional control over the final image.

There is a great temptation to make a very clear texture, but this can lead to all sorts of artifacts in the picture.

The first picture (normal) is the original texture. This is how it looks in Photoshop without any adjustments.

The second picture is the original with the Unsharp mask filter applied at 70%. The paint details and scratches came out very well.

True, now the highlight on the horizontal edge has become very expressive, but it can be dimmed a little. (You need to do this on the original texture and re-apply the Unsharp mask filter. In this case, you will have a completely clear texture in the output and save your .psd file in perfect order).

The last picture clearly shows artifacts that you definitely don't need. It clearly dominates here White color, as well as bright orange pixels on the sides of the paint, etc. This should be carefully avoided.

5. Be careful when using photographs.

Carefully avoid using photographs when creating your textures. Read about the reason for this in one excellent article. It is very rare that you have the opportunity to use part of a photo directly in a texture without adding/removing details or adjusting the photo to UV.

I'm not saying it's impossible. Some texturizers are very good at this. But for the most part, using photographs for textures is the prerogative of beginners. But it would be better for them to look at other techniques for creating basic textures.

6. Use Photo overlays.

Even with tip #5, using photos isn't always a bad thing.

Photos are a great way to add small details. Those. details such as small pores, which dilute a simple uniform fill and make the model less cartoonish.

The best way to demonstrate what it's all about we're talking about- this is to show the texture with and without photo overlay.

The best way to get a good effect is to go through all mixing modes (blending modes ) in Photoshop and choose the most suitable one for the pair: base material + photo.

Modes usually work well Overlay And Vivid Light. The result of other blending modes depends greatly on the image, but very often you end up with a burnt-out image. But one must always keep in mind the fact that the photo overlay should be barely visible.

These small details should be completely discreet.

Another thing to always keep in mind is scale of details.

If you need to add a small blemish in the paint, like in the second picture of the doors, then you should choose the scale of the details to be the same as the scale of your subject. If the scales do not match, then the viewer will immediately notice the catch, since these paint defects will be inappropriate.

For better effect I advise you to spend a little time on the overlay option Blend if(Mix if) for each layer.

This option is extremely useful if you have very light or dark areas in the picture that spoil the beauty. With Blend if you can smooth them out significantly. And if hold Alt and drag the slider, then it will split and you will get a smooth transition between what is mixed and what will not be mixed.

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Maya 3D Paint is, of course, good tool, but it is often not enough. Sometimes we need more complex editing tools to paint textures, and Photoshop or other image editors can help us with this. Let me show you how to draw Maua textures for example in Photoshop program. We'll select our character and go to the UV Texture Editor. I choose UV Texture. And now we see my development for this character.

I can export it as an image by going to Polygons/UV Snapshot. And then I have to fill out this form. The file name is already there. So I'm going to my Source Image folder and I'm going to name the file Mapping. We gave in such a name general. Now I'll choose a size, I want about 1000, so I'll leave it at 1024 by 1024 and keep the aspect ratio.

Then I can choose the UV color. And then, specify the image format. We have all standard image formats. I'll use JPEG because it's easiest. Now we can click OK and my map will be exported to a folder. Let's go to Photoshop and open it up. I'll go to File/Open and find the Mapping file here. I open it. So here's our unwrapping and we can use it as a basis for drawing a new texture.

I can just create a new layer and start painting. So, let's say I want the character to be blue, for example we can choose this sky blue color. And I can just draw all the parts of the character that will be colored with this color. I can use a brush, or I can use a more global tool and just select the fill.

Very often you will need to draw from a reference, and it is much more convenient to see it at all times. The easiest way to do this is to invert the image and multiply it. Let me show you what I mean. I choose Background layer, on which my card is located, select Image/Adjust/Invert. Then I'll select my level and click Multiply. This will show the wireframe on top of my color and will make it much easier for me to paint.

If I want to paint the legs blue, I can do that with a wash, and maybe we want the arms and hands to be the same color. I also have the inside of my mouth. Maybe I want it to be red, maybe dark red, something like this. This way we can draw on the map or use various tools. If I want, I can add noise or something to it to give it a little more texture.

And these are things you can't do in Maya 3D Paint. You can't make a material by adding textures or placing images. If I want to put an image on my card, I have to insert it here. So, let's say we wanted to make pants for the character. And we can, of course, use our sweep for this. Let's just make a rectangular selection. Here are the holes for the hands. Let's highlight the area a little lower and choose a dark gray or even a dark blue color. Or perhaps this grayish-blue one.

Like this. This will be his pants and then we can do the fill. And if we want, we can do the same for the legs and feet. If we want to make him black shoes, we can do that. Here are the character's shoes. Let's make the soles black. Then, let's do top part shoes lighter gray, like this.

And we're just busy adding color. But if I want, I can add texture. I can draw whatever I want. Let's say I can draw something like a diamond in the center of a character's chest. Perhaps it will be a logo or something like that. See I can do great amount different things in Photoshop, it's very good way draw textures.

When I'm done, I have to save the resulting image and it will become a texture. I turn off Background because I don't want to show the scan and just flatten the image. Now let's save it. File/ Save as, let's just call our file Texture. And save it as a JPEG, done. Now let's return to Maua.

I have this texture on my character. If I select it, go into the Attribute Editor and select the Body material in Color, we can see that I have a charactershape_color.iff file. If I open it up, we can see what we drew last time in 3D Paint. I'm not going to use 3D texture anymore

I'm going to use this texture that I created in Photoshop. I'm going to go over here to the Source Images folder and then I'm just going to select the Texture file and we have what we created. Let's open it. It was applied to the model. Now my character has the texture I created. If we want, we can also look at it in the UV editor. And if I click on our character, we see that everything corresponds to him.

This is a great way to transfer textures between the image editor and Maua. You can use it to create some interesting textures for your own character.







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