MAPTEXTURE HELP - Ruste Metal Panel

 

Introduction

The thing I get asked most about my map textures is ' How do you do such realistic rusted metal '.

Rusted metals are probably the most fun texture to do. You can be messy and you dont have to worry so much about the repeat or the scale as you can CHEAT :)
Bricks and concrete slabs for instance have to tile horizontally and vertically with no visable seam or visible repeat.

A 'visible seam' is a misalignment at the areas where the texture repeats with itself again.

A 'visible repeat' is 2 black bricks together in amoungst 20 grey bricks, when they are tiled together over a large area you can pick out those 2 same black bricks at a glance and it DESTROYS any sense of realism you are working toward as its clearly artificial.

With Metal Panels you dont have these problems as much, they can tile horizontally or vertially or both... its all up to you. Its only the visible repeat thats the problem still ( tho less so) , but this is the part you can cheat with.

Preparation

Get your ass over to Freetextures , go to the realism section, then the metals/ machinery sections and download some cool photo reference.
If you want realism in your work you have to start studying it first. If you dont, then how can you recreate it?

Done?

Ok. go into Photoshop and go to the FILES / PREFERENCES / GUIDES AND GRIDS pulldown menus.
Make sure the the settings for GRID are 'Gridlines every 128 pixels' ' Subdivisions 4'.

Ok, make a new image 256 by 256.
If you pulldown the VIEW menu and select SHOW GRID you will see you grid on top of your new image.
Gridlines and using RULER GUIDES will give you more control over your work and thats what you need.

My screen atm looks like in the thumbnail

You can see theres a texture in all ready. This is a 'composite' of about 10 different metal photos I have. This is why you need to go to Freetextures.

 

The Melting Pot

Ok. Manufacture a metal texture that fits the style your going for. I'm going for very red/orange rusted metal. So I take photos that are similar or near that general colour hue.
I say generally because I keep each metal photo on a seperate layer and alter photo with IMAGE / ADJUST / HUE/SATURATION (caps signify the pulldown menus or shortcut keys) until it is more similar to the colour I want.
I also use IMAGE / ADJUST / LEVELS to adjust how dark the photo is, try to equalize the tones from dark to light more by moving the middle slider to the left or the right as this alters the medium tones.

This sounds harder than it is. You can make a new layer by pressing 'CREATE NEW LAYER' button on the layers menu ( on bottom right in my desktop screenshot) , or you can just left click on one image ( as long as its a 16bit colour upwards) and drag it across onto your new image as it then becomes a new layer automatically.

I tend to think of layers like tracing paper with varying degrees of opacity, its only a question of finding the right type of tracing paper and opacity. Find the right combination and you will work miracles very quickly. Sadly this is a very intricate process and a slow learning curve at first for people that have worked by hand in the past.

Give it time and it pays off. Any artist in the Games Industry that knows what they are doing uses this method to some degree, or in some similar fashion.

The Layer settings I generally rely on and for what effects are listed below.

Normal - like it says normal layer, doesnt alter anything, take down the opacity and parts of it disappear ( darker areas first )
Dissolve - Mostly useless setting for map textures. Dissolves the layer very roughly as take opacity down.
Multiply - uses whats on the layer like a multiplier, affects the lighter tones on image beneath more strongly than other settings.Good for darkening light tones on lower opacity settings or god to use in combination with a weak dodge layer
Screen - Near globally lightens things even as take opacity down, good for fog or hazy web art but limited use for map textures
Overlay - Instant plastic effect, tend to impact the darker and medium colours beneath but white and light tones cancel its effect out. Very easy layer setting to use when colour grayscale work such as how i work when doing skins in greyscale then colour with overlay layer.
Softlight - Very similar to overlay but it impacts the darker and medium colours less , alters more of the lighter colours. Very handy for subtle colouring as its like a subtle version of the Overlay setting.
Hardlight - Like a stronger version of overlay, it will blot out everything underneath very harshly even when lower opacity settings used.
Dodge - Makes things very shiny, unless use VERY low opacity settings it will whiteout your work buts its great for makign shiny steel or lights.
Burn - Literally burns your work, blacks out everything , limited uses on weak opacity
Darken - Handy for just having the darkest tones of the layer come thru, say you had a cracked rock surface you could use this setting and only the crack would come thru onto the layer underneath.
Lighten - The opposite of Darken.
Difference - Ignore mostly
Exclusion - Ignore also
Hue - Handy for subtle alteration of everythings hue
Saturation - mostly ignore
Colour - handy for simply recolouring
Luminosity - Never found a use for this setting twice.

The nature of the game is to experiment. There are no hard and fast rules I can explain to you about photo compositing thru different layer settings and type of photos, it all comes from experience gained out of experimentation. Dont always assume that since your making metal only metal photos can be composited, you could use plastic or concrete or even wood as part of the composite as long as it has the right texture quality to it...give it a try.

 

The Melting Pot

So you've composited something that looks vaguely like metal, it dont repeat, its got seams as big as the channel tunnel but it looks very nice despite being useless atm. No Problem!

It can now be made into a repeating texture in 1 step.

Drag a mask (press 'M' or select mask on toolbar, left click drag mouse) around the whole texture. Hold ALT and left mouse click drag a 1 pixel line off the top,bottom,left and right of the selection.

Go to SELECT / MODIFY / CONTRACT and contract the selection by 3 pixels.

Go to SELECT / INVERSE to invert the selection.

Make a new layer and select a medium colour of grey, then fill inside the masked selection with te Paint Bucket (press K or select it from toolbar).

Contract the selection again, this time by one pixel.

Go to IMAGE / ADJUST / LEVELS and move the middle slider to the right and darken the grey tones a bit.

Get rid of your mask by selecting the mask tool again and single click left mouse anywhere .

You should have ended up with something like below left. Set the gray border layer to OVERLAY and it looks like below right.

All you've done is create a 4 pixel border with the inner 1pixel being lighter. This way the darker grey makes your shadow and the lighter tone your highlight and you've defined a 3d shape in 2d. If you want to get anal retentive you realise that you should have the top and left side of the grey lighter and the bottom and right sides a little darker. This is a simple tutorial to explain the basics of a metal 'panel' tho, and this looks like a panel already.

But its a boring panel and needs some design to it and also some wear and tear.
Also the repeat is a little too obvious because the orange rust is too concentrated on the upper right side of the texture. But forget about that for now...

 

'Patience is a Virtue, and Artists are lazy people