Camo / Metal paneling tutorial for Zsinj

Camo / Metal paneling tutorial for Zsinj

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MR.D
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Camo / Metal paneling tutorial for Zsinj

Post by MR.D »

Image

#1. Start with a base texture thats already been made, most anything will do, just experiment.
#2. Turn the base texture to greyscale.
#3. Adjust brightness/contrast of the whole image, I used -50 brightness +30 contrast.

#4.Color flood with low saturation/opacity, I used 15%, this will give you a basic idea of the color ranges you will be working with, at this point you decide if you want to proceed with the next steps, or go back and darken/lighten it.

#5.Using tile #12 with an alpha background, with low Opacity (20%) use Flood bucket tool set to normal flood/no match mode(none)/ to get a camo pattern.
Use same tile #12 scaled larger and rotated with Darken/no match mode(none) and flood again to get dark Camo highlights.

#6.Greyscale again, and Color flood with 15%, whatever the darkness is of #5 when finished, that will be the range of color that you will keep through most of the other steps. Now your basic Camo is done.

*Paneling/Tile creation*
#7. Using the Shape selection tool, +add selections of boxes with an even width between them and try to keep things uniform, but non-repeating (3 pixel width between selections leaves me room for Grout if necessary.

You can also be creative and cut out selections that cross between boxes, or connecting them, play around with it, just keep things a fairly uniform distance between selections or the next steps might get messy.

#8. With areas selected, Use Filter/3dtools/Inner Bevel, Play around with the Bevel settings and direction until you find one that looks best to you.

I used a Table bevel with 4 pixel width, 10 pixel depth, 3 pixel smoothing, at 40 degrees and 50 intensity(different programs will use different settings, so just experiment.

#9.With same areas selected, use Filter/3dtools/Outer Bevel, to get dark Grout outside the selected areas.

#10. Copy Panel 9, paste a new image, or paste as a new layer.
Now working with the top layer, use the Brightness/Contrast adjustment to darken and contrast that layer untill you get something looking like Panel #10.

#11. Using the Layer Opacity/transparency adjustment, blend the top and bottom layer together untill you get something like Panel #11. You can also use Dodge/Burn to get similar effects.

And there is how I do my Camo/paneling for my textures..

Mostly its alot of experimentation.

Now if you keep a background layer that is the UVW_map for the model, you can use the magic wand to select an area of the UVW map, and work within that specific outline, and avoid bleeding over other sections, you can also use the 3d tools to specifically paint within polygons if you want to.

Select the area of UV/Polygon to work on, then switch to the top layer, and start working, keeping the UVW map on the background makes working on those specific areas a big timesaver.

Just remember that if you're going to take a break from texturing, and want to close the program down, save the file as something that supports Layers, such as .psp or .psh or you will end up with a single layer image, and all your work will be flattened, and maybe lost.

Hope that helps.
[Krogoth86]
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Post by [Krogoth86] »

If you want to do "simple" tileable textures you also might want to use software like MapZone (Freeware) or Genetica. They both can give you really good textures without the need of a reference or something like THIS ONE for example...

Though it isn't very intuitive at first but seems rather complex as you have so many things you can do within every step...
Warlord Zsinj
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Post by Warlord Zsinj »

Thanks MR.D, I appreciate you taking the time to explain this to me.

I have a few questions.

A number of the processes during step #5 seem quite difficult to translate into my personal program, Photoshop. Can I assume that a 'render clouds' tool (naturally tiling) with a basic simplifying filter on it would suffice?
Perhaps some Photoshop users could clear this up for me?

Secondly, there is a very large jump between step 7 and step 8. Your bevel seems very sharp in areas, and very dull in other areas. It also appears to vary in thickness and distinctness, as if catching on a mottled/worn metal. This gives a very realistic appearance to the fall of light over the surface. When I use the bevel in photoshop, I find that it gives either a very sharp line with no natural variation, or gives a blurred impression of a lit surface. Both have their uses, but I have found that the only way to get such a realistic appearance in textures is to handpaint them (I'll usually just go for the time saving photoshop bevels, depending on how important the area is). I'd love to be able to do that sort of natural variation procedurally, as it would save me a lot of time.
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MR.D
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Post by MR.D »

I don't know how to do those kinds of things in Photo Shop, maybe search for some plugins that can add some features like better Bevel tools?

In Paint-shop-Pro however, the Bevel tools are extensive and allow for a ridiculous amount of variables, all of which use an overlay effect to blend in with the surrounding colors and brightness of the selection you work on.
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smoth
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Post by smoth »

want a psd with some beveled panels on cammo wz? I can fart that out after I get shop installed.
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MR.D
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Post by MR.D »

I think that was the point Smoth 8)

He wanted to know how to do this himself.
Warlord Zsinj
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Post by Warlord Zsinj »

No, I'm reasonably confident as to how to make a bevelled camo panel already; it was mostly that MR.D's bevelled panels tended to look far better then mine.

I wonder if there are better bevel plugins. That would be pretty cool...

I would be interested in seeing how you do your bevelled panels smoth.
Warlord Zsinj
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Post by Warlord Zsinj »

For example, here is my imperial energy generator texture, which some people quite like, but I don't think is particularly brilliant.

Image

Image

You can see my attempts at bevelling here do not nearly have the same realism of your bevelled effects. Mine are reasonably intentionally quite faded, but the general hard and constant edge to them, as well as their blurry nature really works against them.

I get away with it here, I think, because of the smooth metal tone of the building, and it's hard-edged design. But in other units I'm using a similar method, and a more realistic bevel effect would be great.

Also, does anyone know any particularly good online texturing tutorials? It'd be ne nice to get some more tips and tricks to save me time and make my stuff look better.
BaNa
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Post by BaNa »

Warlord Zsinj wrote:For example, here is my imperial energy generator texture, which some people quite like, but I don't think is particularly brilliant.

You can see my attempts at bevelling here do not nearly have the same realism of your bevelled effects. Mine are reasonably intentionally quite faded, but the general hard and constant edge to them, as well as their blurry nature really works against them.
I am no PS guru, but couldnt you change the opacity of the bevels, and add a layer under/above it which does the random fading?

what I had in mind (very poorly done, mind you.) -> Image
Also, does anyone know any particularly good online texturing tutorials? It'd be ne nice to get some more tips and tricks to save me time and make my stuff look better.
+1

I would also like to learn more about texturing.
Warlord Zsinj
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Post by Warlord Zsinj »

While that is certainly a possibility, it wouldn't achieve what MR.D has there, it would just vary the bevel themselves, which is usually something I'd try and do anyway.

If you look at MR/D's bevel, he has some very clear glint areas which are solid pixels, and then some weakened shadow areas, as well as some broken areas, etc.
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MR.D
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Post by MR.D »

Its not very hard to achieve with the program I'm using though, its .... automatic once you've set up the tool...
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