| The Pattern Maker |
pages (4): 1 [2] 3 4 |
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Step 4: Looking good? Well, not really...
To see why, lets resize the picture and add it into our 3D program to get a better view. |
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Step 5 - Detecting Irregularities
Can you notice what is wrong? Well, let me tell you: The most ironic
characteristic of a high-quality pattern is that it simply cannot have any
pattern. Complex textures can't LOOK like patterns - they must resemble
something completely natural, fresh, and asymmetrical. To clarify these
points, lets look at our texture in a 3D package:

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Step 6: Now, that is what I would call a nice
sample of a magnificent grass texture and... oh, wait, what's this? Ah-ha! This is the problem. See these
black, darkened shapes and forms? This, my friend, in terms of game industry, is a big NO-NO! Imagine seeing these artefacts repeated dozens of times while looking at the grass. If seeing
them repeated 4 times is already bad enough, imagine seeing them spread infinitely across textured hillsides
- Now that's GOTTA be disturbing! |
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Step 7: I have selected "artefacts" in the
image to show
objects that can ruin the end result. The upper area is full of these darker areas, and there
is a weed in the circle that can completely destroy all chances of getting
good patterns. The lower area also expresses a different contrast than the upper area,
which can mess things up further.
There are two options open to us - We can just select a smaller area, or clean
the image up using the Clone Stamp tool. This will only take a few moments, after which you should run the
pattern maker again. The corrected texture should come out looking a little
like this: |

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- Tutorial written by Elentor
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| --- Site Resources --- |
| Total Tutorials: | 212 |
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