Texturing: Part 3 – The Big Picture

Last week I talked about photo-manipulating textures and the week before I talked about finding images to work with. This week I’m going to talk about the bigger picture: design. Or how to integrate textures into your work, whether two or three dimensional.

 

Sometimes a simple texture is better than a complex one.

 

I’ve talked before about the dangers of tunnel vision while designing. A texture might look beautiful close-up the entire time you’re working on it, only to wrap it on a 3D object or slide it beneath some text to find it’s too much. If you can’t focus on the content on a page design, or if every rock and brick in a game is screaming, “Look how textury I am!” you’ve overdone it. Every pixel should not be screaming for attention.

For example, I remember when the game Oblivion came out, starting a fad among modders to make everything look mucho crinkly because somehow people thought more texturerered equals bettererer. That game was fuggin ugly, and part of that had to do with everything looking like someone left the plastic wrap on before baking it in an oven – that and the weird potato people.

Also, too-interesting patterns will more likely give away your tiling textures for what they are.

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Texturing: Part 2 – Making Textures

Last week I talked about how to build a texture library with your own photographs. This week’s post is about how to manipulate them into something you can use in either a design project or 3D modeling. Once you develop skills with Photoshop or its clones, it becomes faster and easier to turn a half-decent texture into a great one yourself rather than scouring the internet for the perfect image. Plus the one you make yourself will be unique to your project, saving yourself the embarrassment of finding out you’ve used a stock photo or texture equivalent to the Wilhelm Scream.

Websites like tuts+ have tutorials in the bag, so I won’t go into heavy detail here. Instead I’m going to compile a list of tips I have to remind myself of over and over again:

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Texturing: Part 1 – Finding Textures

“Where do you get your textures?” is something I’m asked from time to time. I have a huge stock of textures for modding and graphic design. I used to scour Google Image Search for hours, then have to check the copyright permissions on every image I found. It’s frustrating finding the perfect image only to find you have to shell out ten dollars for it or make do with something else. In the end I’ve found it better to make them myself whenever I can. There is a lot to it however, which is why this post will come in several parts.

Building a solid texture library will take some strain off finding them every time you start a project. I started my library with a free download of low resolution textures, which are no longer good enough to use even in my hobby work, but it gave me a solid foundation to learn from. It came with folders filled with tiling metal, stone, wood, leather, cloth, water, and so on. It taught me how to value a simple textures that don’t out-shout the content they’re meant to compliment, which I’ll talk about in Part 3: The Big Picture. It also taught me how to kludge a handful of lesser textures together in Photoshop into something serviceable, which I’ll cover more in Part 2: Making Textures. But mostly it taught me what to look for as I roam with my camera – a texturer’s best friend.

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The Power of Habit is Real

We’ve all heard this advice a million different ways: bum in seat, don’t wait for the muse, don’t worry about how bad it is – just get the words down. It’s been six weeks since I vowed to write for an hour every day, and I can tell you one thing: it works. It’s not as simple as writing gurus say it is though, which is of course why people find it so hard to follow (guilty). Here’s what I’ve learned so far:

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