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>> No.9038426 [View]
File: 191 KB, 1525x1521, a fungi for you.jpg [View same] [iqdb] [saucenao] [google]
9038426

>>9038361
This is long and autistic so strap in:
>find really high-res pic of something
>use Texture Ripper to grab a nice chunk of it
>https://youtu.be/MLcbks7Jejc
>copy/paste directly into Materialize as a diffuse map
>setup height, normal, and AO maps
>height is important for tiling and can be layered back on the image for depth
>normal is just needed for AO
>AO is used for adjustment of shadows
>tile at 1024x1024 using whichever method best suits the texture (overlap for pic related, most others are splat)
>https://youtu.be/2DhLnl_-4RY
>paste diffuse, height, and AO directly into Gimp as layers in that order
>set height to grain merge and AO to burn (or something similar, depending on texture)
>adjust opacity of each until there's decent contrast - AO is usually low
>merge layers and apply some sharpness
>increase saturation around 50% usually
>duplicate layer, set to luminance
>on the new layer, use colors/desaturate with luma mode
>same layer, use colors/dither with each color level set to 16 and method set to bayer
>image/mode/indexed with Quake palette and floyd-steinberg dithering (sometimes not necessary on top of bayer, but I like it)
>merge layers
>increase sharpness and/or contrast if some was lost
>resize image down to 256 or whatever without filtering (sometimes filtering wroks fine, usually not)
>denoise if needed
>check tiling with layer/transform/offset
>fix shit if needed
>export as pcx and put in TexMex

Ignore all the dithering and extra sharpening if you're not using a palette. You can do tiling without Materialize, but it using height maps for tiling is just extremely convenient.

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