2006-10-30
04:36 PM
- last edited on
2023-05-11
12:59 PM
by
Noemi Balogh
2006-11-02 01:13 AM
vincon2 wrote:Hi Jeff,
Until I can learn everything you described, should I continue to save my images as jpegs or some other file extension?
2006-11-02 04:42 PM
Dwight wrote:how about Florida? South Florida?
-not enough interest in Texas to do a seminar.
2006-11-02 06:39 PM
2006-11-03 05:17 PM
Karl wrote:Thanks Karl,vincon2 wrote:Hi Jeff,
Until I can learn everything you described, should I continue to save my images as jpegs or some other file extension?
I posted a 2 page response yesterday that seems to have disappeared.![]()
Dwight hit on many of my points (including reading his book for the pixel info in the final texture map).
The answer to the above question is that you should take your original images (which should be huge compared to most final textures) with as many pixels as possible in a lossless format. RAW format is the ideal because you have adjustment latitude after the fact. TIF is probably next best.
Always keep your original images untouched. Modify copies. Originals will always be there when you discover in 12 months that you want a different effect. Modifications continually reduce the quality of the digital photo information - can't bring back what you lose.
MOST important is how and what you take pictures of. If you are going to learn to make textures later, you should at least take photos that will be useful. The keys:
1. Use a neutral lens focal length that has minimal distortion to make seamless tiling easier. To test your lens setting, take a photo of a piece of graph paper. Open the image in photoshop and use the Offset filter to slide the image up and to the left. If the lines align, you have zero distortion. Another visible option is to just press ctrl-' in PS to display the grid and see if your photo lines are straight.
2. Be very careful of lighting. You do not want any specular in the images that you take - they will make odd repeating patterns in your texture. Let the rendering engine add the specular.
Make sure the the lighting is even or flat. Uneven illumination will also result in repeat patterns. For a single shot, you can correct this in PS good enough to the human eye. For a seamless texture, there will be color aberrations/etc that generate a repeat.
Take a photo of as much of the sample as you can. For example, do not take a 2' x 2' crop of grass or bricks - the repeat pattern will be very obvious. The better Dosch textures available for Artlantis R and Studio, for example, have photos of entire brick walls - look way better than the ArchiCAD textures that show the repeats.
3. Have fun and take more picture not fewer. Deleting down the road is easier than wishing you had taken more...🙂
Cheers,
Karl
2006-11-03 07:54 PM
vincon2 wrote:See Dwight's book, among other references. Specular is the illumination highlighting seen when light bounces off reflective surfaces, shape and appearance influenced by the structure of the reflective coating. For example, if you have glazed tile, in flat light, you will see the tile pattern. In angled sunlight, you will see a specular light reflection (burn) that completely hides the actual tile. Taking a photo of this tile in a flat light (cloudy - and then white balance adjust in RAW settings) allows you to use the same tile pattern for a matte or glazed effect - the rendering engine and material settings are what determine the reflectance and specular effects. (I won't even go into alpha channels - see Dwight's book.)
What do you mean by "specular" and how can I control that?
Did you ever find your 2-page reply?No, I just type into the message box here, so no copies left anywhere else. But, as said, Dwight addressed the other issues.
2006-11-03 08:03 PM
2006-11-03 08:04 PM