Additional
Tips:
General:
Use a thumbnail browser for day-to-day image work, such as
ThumbsPlus from Cerious software. ThumbsPlus makes it easy
to view large images in slideshow fashion, or to scale up
to full-screen, or to do simple image manipulation within.
Managing large numbers of image files becomes a breeze. You
can batch process, view one image after another by hitting
the space bar or backspace, or view it tiled as your desktop
wallpaper by hitting SHIFT-F7.
General
2D:
Subtle color variation can be adjusted using "Image>Adjust>Color
Balance" (CTRL-B), whereas strong color variation is
achieved using "Image>Adjust>Hue/Saturation"
(CTRL-U)
The clone tool is like a vacuum that picks up texture from
one area and sprays it out over another area. This is the
most-used tool for cleaning bad spots out of textures.
Game
Engines:
"The power of twos" to use textures with game engines
or real-time, simply re-size within photoshop so that you
get a perfectly square aspect ratio (512x512 if you like)
or in a power of 2, such as 256x512. If there are long or
tall textures, merge them together into a square-shaped tile,
then offset your mapping coordinates within the engine, so
that only one of the maps is used for the particular mesh.
Try grouping the horizontal tiles with horizontal, or vertical
with vertical.
Batch
processing to resize images within ThumbsPlus is awesome...
just select the files using SHIFT and/or CTRL, then go to
Image>Batch Process. Click "New" then choose
"Selected Files" (or "Folder" if you choose)...
then under Batch Steps choose "Add", then choose
"Transform>Resize". You can then specify a size
that you want all the images to become. You can save your
batch processes under names which are easily associated with
each task.
I've
also just recently discovered the power of Macromedia Fireworks
for batch processing and re-sizing JPEGs into very small filesizes.
The compression is even better than Photoshop CS2.
General
3D:
Break up large expanses of materials with undulating geometry,
or altering lighting conditions in different areas. You can
also compostite two different organic materials using large-scaled
"noise" or "cel" as the mask. That way
repitition is minimized.
Keep
the lighting angles similar with the texture maps. Sometimes
architectural textures have a light-source angle: keep the
angles consistent within your scene by flipping the textures
so that they match exactly.
Use
the opacity maps as shiny maps as well. For architectural
windows, the opacity mask levels can be set to 50%, so that
you can gently see through the glass, but then the shiny map
(set as inverse) makes the glass shinier than the rest of
the building.
Flavor your lights with a tad of color ..for outdoors, the
sun has juuuust a little yellow, then diffuse has juuuust
a little blue.
For organic materials (and ceramic tiles), rotate the mapping
gizmo by 45 degrees or similar, so that your whole scene isn't
perfectly 90 degrees all over... adds a little interest.
3DS
MAX:
The material editor is a powerful control of your texture
mapping.
Drag
texture map files from Windows folders (or ThumbsPlus) into
the map file slots, or use MAX's "Asset Manager".
With the Asset Manager, you can even view 3D wireframe file
thumbnails, or view webpages, then drag-and-drop web-images
directly into the material editor.
Crop
texture maps directly within the material editor (this function
is fully animateable) if you like a certain part of the texture,
then crop from edge to edge to ensure proper tileability.
Color Correct plugin for the material editor is a POWERFUL
way to change colors and hues of your textures directly within
max, and with realtime results. You can avoid the extra step
of changing hues within photoshop.
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