Moon Textures

Moon Textures

Discuss maps & map creation - from concept to execution to the ever elusive release.

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Moon Textures

Post by ralphie »

Anybody have anything moon'ish looking usable as a repeatable texture they'd care to share?
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Didn't Forboding Angel make a moon climate for L3DT some time back?
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

just tell me how big you want it 512x512, 1025x1024.

how would you describe a moon texture?

what colours do u want me to use?

the moon is mainly dust so greyish. however the sun and atmousphere make it appear redish sometimes

or some mild blues to make it look cold

how big is your map?

do u want an overlay texture aswell....

lol jus gimme a load of details and ill come up with something
D.R
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

Dead.Rabit wrote:just tell me how big you want it 512x512, 1025x1024.

how would you describe a moon texture?

what colours do u want me to use?

the moon is mainly dust so greyish. however the sun and atmousphere make it appear redish sometimes

or some mild blues to make it look cold

how big is your map?

do u want an overlay texture aswell....

lol jus gimme a load of details and ill come up with something
D.R
I know thats not my thread, but how do you make a moon texture exactly ???

I would need one too. A greyish one, like in MoonQ maps
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

this is exactly how id make a moon texture Mr LBPB (i only used photoshop for this tutorial. i dont expect everyone to have access to l3dt filter forge etc... also i have rushed this very much so i appologise however i have outlined the kind of techniques i would use)

if it was my map to be entirely honest i wouldnt use tiles for a moonish texture.

first step to ANY texture is to look at some base images.. these could be of canadian forests, sahara desert, the alps or indeed any set of images that are linked to what your going to produce

here are some base images (found by google search for "moon" and in adv options telling it i only want large images)

http://arnholm.org/astro/moon/moon_20050419_100pst.jpg -my favourite
http://weblog.pell.portland.or.us/~orc/images/Moon.jpg - interesting for colour
http://www.astromax.com/planets/images/ ... -Moon5.jpg - nice contrast very clear
http://www.fli-cam.com/images/Gallery/G ... 204web.jpg - generalistic photo

my mini tutorial

try to pick a base colour it may be grey but i would put in a small hint of yellow or something

(ok try to follow layer 1 is going to be at the bottom, layer 2 above it, layer 3 above layer 2 etc...)

layer 1:
ok first fill this layer with your base colour (choosing your base colour is the hard part) and thats it...
ive chosen
hue - 50
sat - 40
bri - 75
Image

layer 2
ok what is the moon famous for?
tis right all those mini craters. (is it craters or crators? =/ ) anyway, this is a littile bit of hard work. but what we want is a series of white dots all over this image of varying sizes, i have a brush tool to do this, i dont have time to do it by hand (1 crater at a time) so mine looks a little sucky. but it gives an idea.
Image

ok then go into blending options for that layer. (in PS right click on the layer and select it) and then fiddle around with the emboss settings. finally just set layer 2 to multiply blend mode.
Image

layer 3
hills dust etc.
actually i say its layer 3 but i lie. make a copy of your last layer (layer 2) and disable all the emboss settings, set it to normal blend mode
Image

use magic wand select tool to select all the non-white part
fill it with 50%grey
and add monochromatic 400% gaussian noise
Image

ok now in order:
ctrl + d (deselect anything that is selected)
ctrl + a (select everything)
ctrl + c (make a copy of everything)
go into channels tab (usually near layers tab)
add a new chanel
select this channel
ctrl + v paste into this channel
ctrl + d
Image

the created channel should be called alpha channel
now click on the layer 3 bar and it should be all good
now press ctrl + a
then press delete

and fill the whole layer with white

ok now
filter - render - lighting effects
use the settings below. only change maybe the colours (to fit with your base colour)
Image

set it to about 20% opacity and luminocity blend mode
Image

layer 4
ok we want the white dots again from layer 2 so again duplicate the layer. disable emboss settings, and set it to normal blend mode

now take out your pen tool set it to "paths" mode
draw a line accross the map
(then loop it around off the outside of your map to make a full circle)
Image

use the convert point tool to make them nice and curvy
Image

right click near your line and select fill path, fill it with white,
now just press delete a few times to clear the path,
rince and repeat...

magic wand select the non-white bits. and paint bucket them black
Image
Image

press ctrl+i to invert the image
set it to darken blend mode
i added a glass distortion to my layer.
and change the opacity
Image

now you may have noticed. but i think i went a little overboard with the yellow here
so im going to do a bit extra to mine.
first add a layer 5
fill it grey
and make set it to saturation blend mode

right click on the layers panel
and merge visible

now fiddle with hue saturation and brightness
Image

finally i added a crater that i could swear i made and uploaded to this topic... anyway its a tiff image and i set it to colout burn

Image

i know mine doesnt look terribly good because i rushed through it. but some general techniques are here. add your own little bits.

i recomend firstly that you try to involve your heightmap in some way.

secondly i recomend you try this out on like a 1024 x 1024 image before you try on your full size texture

thirdly before you try it on your full size texture. set up your scratch disks!

i have 2 GB of ram and 30 GB of scratch disk/virtual memory set up in photoshop.. never crashed once.

also with the dual proccessor ness i can do other stuff while i wait for the proccesses to complete

oh yeah also. if your gonna follow this... print it out. (helps alot
D.R
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

well actually as its lunar eclips in britain atm. methinks you should make it red
D.R

made a newer version. took a little more time over this one. but i wanted more of a stylized look... so ive exagerated colours and made differences in colour more obvious

also less bumpyness

i appologise i didnt remake the main craters which werent intended for a stylized texture
Image
D.R
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

Mr Rabit,

:shock:

just wow


I ll try this by myself asap
Thanks for your tips
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

just thaught id add some notes.

dong an entire texture map like this should be supported by a heightmap

the large open spaces with a single colour are good. these count as tiles so filesize overall should be pretty small

dont do something dumb like spot trees around. ive seen a very nice moon map like that.......

and there is a quick method of doing metal patches nicely
-open your metal.bmp (metalmap)

(optional) but makes it nicer in the end, filter->distort->glass

-image -> image size, blow up your metal map to the same size as your textue

-edit -> define pattern (ok the dialog)

-open up your (otherwise finished) texturemap.bmp/jpg

-create a new layer ON TOP OF your texture map call it "brushed metal effect"

-fill it any colour and add monochromatic 400% geussian noise

-filter->blur->motion blur, angle:30* distance:25

-create new layer IN BETWEEN the texture map and brushed metal effect, name it "metal" and select it for editing

-edit -> fill, select to fill pattern, click on the small image, select and press ok, this should make your metal map appear above your texture map

-use magic wand tool to select the black parts of the map

-change layer to edit the brushed metal effect layer

-press the delete key

-ctrl+d to deselect

-you can now delete the "metal" layer

now all you need to do is edit the "brushed metal effect" layer with blending modes

i used
bevel and emboss selected "down" and the defaults were fine otherwise
and inner shadow
distance:11
choke:3
size:24

just keep fiddleing until you come up with something you like.

another thing you might like to do is to have shadows pre-rendered into your map
if you dont have L3DT then here is the way to do it

-blow up your height.bmp to your texturemap size

-import the heightmap into the texture map

-with your heightmap selected
ctrl+a
select channels tab
select add new channel
select the newly created alpha channel
ctrl+v
now go back to your texture map
move the heightmap ontop of it and fill it white
filter->render->lighting FX
select directional lichting (as light type)
and select "alpha 1" as the texture channel
fiddle around (and move the 2 points on the left side of the screen) untill you find something you like
ok
and then sit and wait while your computer dies trying to do the math

last tip i promise
if you want to be lazy and have photoshop apply a colour to your map depending on the height
blow up your heightmap
click the "add new fill/adjustment layer" (bottom of layers panel) and gelect gradient map

good luck
D.R
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Okay, as far as i noticed, the question originally was meant for tiling textures. As the above post(s) of DR weren't i thought to give it a shot aswell.. To make it tiling, copy this texture in a grid of 2x2 (so 4 copies in total), and make sure every mismatch between these copies are corrected, and then use the original size (1/4th of the image you now have) and crop it. It should be (perfect) tileable.

If anybody wants to know how i did this, i could make a simple tutorial on it.
It involves quite simple Photoshop techniques as bevels, glow, blending-options and some sketching and filters. (also the glass filter that DR used!)

Image

ice out.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

IceXuick wrote: ice out.
NOES STAY AND MAKE THAT MAP IN THE PICTURE! :cry:
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

ICE! We can make your aesome GUI now


WES CAN MAEK IT


STAAAAY!
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

Whoops, forgot about this thread :P

Ended up making an arctic setting instead, as the space look didn't work to well with the heightmap. (which in turn got scrapped).. so now i'm back to moon.

Cheers for the write up d.r, between that and some sort of rip-off of ices ideas (love the texture) i think I can come up with something fairly useable.

Just to throw in one thing, an easier way to make things seamless is to use the offset filter, set at half/half the image size.
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LBPB
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Joined: 25 Aug 2006, 10:27

Post by LBPB »

IceXuick wrote:If anybody wants to know how i did this, i could make a simple tutorial on it.
I think this would be great 8)
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

here's a good reference image

http://maps.jpl.nasa.gov/textures/ear1ccc2.jpg

i'm sure if you look hard enough you can get a topo heightmap paired with a high resolution image of the surface and just make a map with those.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

i dunno. somehow i find it easier to make a kind of tiling image with the offset tool. then "define pattern" and fill a document 4x the size of the tile.

then i can edit it further and come up with bigger better tiles
then again mybe its just a habit.. thats the way i was tought to do it.

D.R
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