How about some Graphic tips eh?

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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DaesDemon
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Post by DaesDemon »

Surprised trolling :oops:
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Post by :wumpus: »

No holy wars on this forum please. I'm so sick of these holy wars which, time upon time, are only based upon some vague notion of personal preference. I wish the next one will at least be about some sound scientific issue.
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TheLamerGamer
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Post by TheLamerGamer »

I'm sorry, It's just that me and photoshop are buddies <_<
And it does have lots of capabilities, and I never said that TextureMaker was a piece of smidt. Now the reason I made this is so people that want graphics tips can actually get links learn something and reqeust. Sorry for starting a Holy war everyone.

Now can we please get people to ask for help and what not?
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Feral
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Post by Feral »

For what little it is worth Corel’s Photo-Paint is a decent little *cough* graphics program; Price wise the Corel Draw suit is a bit pricey and unfortunately seems to be the only way to get your paws on Photo-Paint these days. Photo-Paint is useful though and includes decent algorithm generated fill patterns, among other features.
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TheLamerGamer
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Post by TheLamerGamer »

I've tried Corel Paint SHop before, alot of installation discs =_= but from what I've seen it's kinda like Flash and Photoshop mixed with everything in a wierd placement O.o
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johnhpus
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Post by johnhpus »

Despite the "holy war" (as Wumpus put it) I think it's cool that your willing to offer to help artists who frequent the Ogre forums. Hopefully this will pull back on topic and some productive discusion can take place.

Also, it's not too fair to say that the guy should learn a new program because it's free or it happens to be the one you use. Sure we all love Ogre and open-source in general, but Photoshop is a top-notch program and I'm sure that in a survey of professional users it would come out well ahead of The Gimp in copies installed.

Lamer if you can't generate any interest in the artist section of this community and still want to contribute to Ogre, I suggest that you create and submit textures to either replace existing textures that come with Ogre or add new ones. I bet that if you worked up a pack of good textures they would find their way into whatever new Ogre demos pop up.

And to dodge any holy hand grenades I'll point out that I like Gimp, really, I do =)
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Post by Advisor »

theres nothing wrong with this thread, people can find out some alternatives is it bad ?

For texture generation photoshop is no good. maybe I dunno how to use it.. but photoshop is not built for this purpose
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synaptic
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Post by synaptic »

Advisor said:
For texture generation photoshop is no good
dude i've been using photoshop for the last 4yrs for texture generation and i find it to be one of the best products out for creating textures 8) i do admit that there are better solutions out there but photoshop is a good all round product.

I can create a texture say for skin of a human in less than 10minutes with photoshop. You should should check http://www.3dtotal.com its got some really tutorials for photoshop, 3dmax, maya, and lightwave plus theres some pretty good models for free there as well :D
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Post by Gaffeghan »

i'm not an expert with photoshop, though i have it and use it. when it comes to tileable textures, using photoshop can and will become tedious, but for textures on models, photoshop is a very heavy hitter (so to speek). so it really depends on what kind of textures you're trying to make. any tips on general texture generation would be greatly appriciated by the community, i'm sure.
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Post by Advisor »

Thanks for the link synaptic. it looks good.
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Post by Van »

Feral wrote:For what little it is worth Corel’s Photo-Paint is a decent little *cough* graphics program; Price wise the Corel Draw suit is a bit pricey and unfortunately seems to be the only way to get your paws on Photo-Paint these days. Photo-Paint is useful though and includes decent algorithm generated fill patterns, among other features.
HA! Two-words

Microsoft Paint



:wink:
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synaptic
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Post by synaptic »

I've been checking out gimp http://www.gimp.org now to me it seems like a good alternative to photoshop, so if anyone knows how to use gimp in the same way i know photoshop, we should get together and write some tutorials. I'll do some photoshop ones which can be transfered over to gimp and vice versa :D
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Post by ogreergo »

Freeware !! All seamless tiles


this: http://www.accurate-image.com/acme/help/index.htm

is for some hundert different brick/walls, floors/ceiling (high res) seamless textures.
you have to download the prog, then start the prog and connect to the internet, then you can choose the brick pattern etc... the seamless texture can be saved to harddisk. An bmp can have up to 10 mb.

remove in the url the "help/index.htm" then you come to the downloadpage, as scarry it looks is worth the download.

(and NO I dont know what informations will be sent from your compi while connected with the site. looks harmless enough. Use at your own risk, otherwise just download the progi, and rip of the textures in the folder and rework them at your own leisure.)


here: http://lemog.free.fr/lemog_v5/index.php?cat=4

you get for free 3712..... textures....most are very common, but there are also seamless carpets, tapestries, tiles, and much more. 3 pages, scroll down.


and here: http://www.spiralgraphics.biz/

you get the excellent wood workshop progi you can render the textures to different sizes. All wood stuff you will ever need.

enjoy :shock:
Last edited by ogreergo on Fri Aug 26, 2005 6:21 pm, edited 1 time in total.
ogreergo
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Post by ogreergo »

if you use ogre and png format this might be also of interest.

http://www.psydk.org/PngOptimizer.php

it is a png optimizer :!:

you can drop and drag the file which is to convert or to optimize in the field.

my photoimpact png texture file size is sometimes reduced about 40 %, well............. :roll: sometimes (very rarely) it is also enlarged about 3-10 %.

Never used the files with ogre though ! so dont know how well it works.
ogreergo
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Post by ogreergo »

A quality link about texture making and resources for GAME Maps....very nice.

http://gameart.jaquays.com/texture_resources.html
ogreergo
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Post by ogreergo »

Okay more stuff:


http://www.ae-productions.de/html/textu ... rizer.html

easy tool for mixing different textures together.


http://www.ae-productions.de/html/mosaicpublisher.html

tool to produce seamless tile out of a normal texture, in this case the WHOLE picture is recalculated and new renderd, as in photoshop the texture is quartered and fresh overpainted/cloned.

You have to use a big scale picture in a certain file format look at read me.
The picture is re-renderd and downscaled.........very fast....sometimes the results are very good..........sometimes not......one can not always win.
8)

but it depends mainly on the quality of the native texture, you can see some example on the website, left are the 4 tile quarter on the right side you see the texure after rendering.
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Newb Question

Post by Nox587 »

Ok, I have a question about textures... I apologize beforehand because I realize this is a very newb question. I am trying to make a room with a tile floor, now I've got a tile texture created, and I just made a simple little material script. I place the texture on a plane for the floor, and it just stretches the crap out of the texture, as in the tiles are huge. How do I make the tile texture....tile?
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synaptic
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Post by synaptic »

well you need to slit the floor into more than one face

Code: Select all

|------|----------|---------|
|        |         |            |
|        |         |            |
-------|--------|---------|
|       |           |           |
|       |           |           |
|       |           |           |
-------|--------|---------|
|       |           |           |
|       |           |           |
|       |           |           |
-------|--------|---------|
well my picture is a bit lame i know but when you split it you will see that your texture will become tiled, using uvmap in max you can move your texture around
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SuprChikn
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Post by SuprChikn »

Slightly improved picture...

Code: Select all

 _________________
|     |     |     |
|     |     |     |
|_____|_____|_____|
|     |     |     |
|     |     |     |
|_____|_____|_____|
|     |     |     |
|     |     |     |
|_____|_____|_____|
Are you sure it's necessary to split it into mutliple faces though? I'm pretty sure you can get an image to tile across one face, so the image doesnt get stretched. Pretty sure I've seen that done with planes.
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synaptic
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Post by synaptic »

woo cheers for the re-do,
superchikin you can do it without splitting, but its alot easier to split and its the method that have been taught to me a university, plus the ogre exporter is currently abit naff, this is why im saving up to buy softimage xsi but thats a side issue.

The exporter seems to get a little confused, and i found that spliting would allow me to keep textures where they belong.
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Post by Nox587 »

Thanks much guys for the help, I did what you said, and the tiling looks good. I initially tried using the UV parameters in max to make the texture tile, but that doesn't seem to export properly, so I shall use the splitting method
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TheLamerGamer
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Post by TheLamerGamer »

I'm so sorrry guys, I totally forgot about this forum.

Well i'm back and the help lines are open!

You can IM me on:

AIM: Zogiac123
MSN: soganatsu@hotmail.com
Yahoo: soganatsugames

Thankyou all for helping the people that needed help!
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