Texture tutorial: how to make metal
Yamazaki
Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Shiny, scratched, and easy to do</div>This tutorial assumes you have Photoshop 5 or 6.
Create a new 128x128 or 256x256 image.
Find a dark colour that is nearly gray, but not quite. An example would be 80 80 86, which has a slight bit of blue in it.
Fill a layer with this colour.
Use Filter -> Noise -> Add Noise, with a value of 10-20, set to Uniform and Monochromatic.
(This is our base)
Create another layer on top and fill with the same colour.
Apply the same Noise filter also.
Use Filter -> Artistic -> Palette Knife, with a value of Stroke Size 32-48, Stroke Detail 3, and Softness of about 4-6.
Set this layer to Normal blending with an Opacity of 25-35%
(This adds a slightly galvanized look to our metal)
Create another layer on top and fill with the same colour.
Again repeat the same Noise filter.
Use Filter->Pixelate->Mezzotint, with a value of Long Strokes.
Set this layer to Screen blending with an Opacity of 10%
(This adds some nice horizontal scratches)
Create another layer exactly the same, except rotate it 90 degrees.
(This adds vertical scratches)
Create one last layer and give it a darker shade of the same colour.
Use Filter->Render->Clouds. Do this repeatedly until you find a nice mixture of shadows and highlights.
Set the layer to Overlay blending and adjust the Opacity as you see fit.
(This adds the shine to the metal)
You should have something that looks like the metal texture shown below. Now that you have a good basic metal texture you can work with it as a base for more detailed textures. If you look at the Wall_Lab series in the ns.wad you'll see that Cory aka Squeal like a Pig used the same pinkish metal image for each texture in the series.
Create a new 128x128 or 256x256 image.
Find a dark colour that is nearly gray, but not quite. An example would be 80 80 86, which has a slight bit of blue in it.
Fill a layer with this colour.
Use Filter -> Noise -> Add Noise, with a value of 10-20, set to Uniform and Monochromatic.
(This is our base)
Create another layer on top and fill with the same colour.
Apply the same Noise filter also.
Use Filter -> Artistic -> Palette Knife, with a value of Stroke Size 32-48, Stroke Detail 3, and Softness of about 4-6.
Set this layer to Normal blending with an Opacity of 25-35%
(This adds a slightly galvanized look to our metal)
Create another layer on top and fill with the same colour.
Again repeat the same Noise filter.
Use Filter->Pixelate->Mezzotint, with a value of Long Strokes.
Set this layer to Screen blending with an Opacity of 10%
(This adds some nice horizontal scratches)
Create another layer exactly the same, except rotate it 90 degrees.
(This adds vertical scratches)
Create one last layer and give it a darker shade of the same colour.
Use Filter->Render->Clouds. Do this repeatedly until you find a nice mixture of shadows and highlights.
Set the layer to Overlay blending and adjust the Opacity as you see fit.
(This adds the shine to the metal)
You should have something that looks like the metal texture shown below. Now that you have a good basic metal texture you can work with it as a base for more detailed textures. If you look at the Wall_Lab series in the ns.wad you'll see that Cory aka Squeal like a Pig used the same pinkish metal image for each texture in the series.
Comments
<i>though you've been doing it for, what? a year now?</i>
someone please explain how to do the second and third one.
I can't think about you do the curves and deeps into that.
@Comprox: How you did the scratches in the black/yellow stripe?
Making grooves in a texture is relatively simple, it just involves turning on the grid, set it to 16 units with 2 or 4 subdivisions (So one line every 8 or 4 units), and drawing the lines in black. Then just fiddle with the blending options to give it a gradiant stroke effect for the lighting. For ceiling and floor textures you use a shapeburst gradiant, while walls get a linear gradiant.
<!--EDIT|Yamazaki|June 04 2002,09:59-->
Yeah, it would be great if there were texture artists using psp to explain how it's done in <i>that</i> program. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I guess most artists use photoshop. It's not worth it for me spending so much money on a program like that when I can't make any money out of it, and not having making pictures as a big hobby.
But well thats not bad, I'm just not an artist.
<!--EDIT|Greedo386|June 06 2002,13:12-->
heres a logo i made with your tutorial <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<img src="http://www.clan187.net/users/geenie/pics/metallogo.jpg" border="0">
<img src="http://home.attbi.com/~ploc1/215_Metaltut.jpg" border="0">
thx tutorials kek
Kingly tutorial:
Start of with a grey base which has a suitable midtone like in the Photoshop tutorial.
Then make another layer and fade onto it an image with lots of different shapes and colours and smudge them around a bit until you get a decent looking sorta texture. It will have highlights and stuff. If you can't be bothered to do that then blend it as an overlay layer or colour.
Then you can start lightening and darkening different parts to make it complete.
Note: That is for shiny metal.....
It also might help if you emboss the image you put on top for the highlights...