How to make your own texture pack for Minecraft. Creating materials and textures for 3D models

Everything ingenious is simple!

The main purpose of this article is to show some texturing techniques and rules that will take your textures to the next level. new level quality. All the tips you will read in this article are not the only method for solving problems, but judging from my many years of experience creating textures, I can say that these methods work in the best possible way(quickly and efficiently).

1. Expressiveness of the material - what is it?

Concept expressiveness of the material I will use it very often.

Demonstration of the NOT(!) expressiveness of the material.

But in the end, it doesn't really matter whether the texture itself looks good or bad, as long as it looks great on the finished model.

However, great way to check the quality of the texture is to look at the layout and note for yourself whether you can recognize which material is where (metal, stone, rubber, etc.) or determine which part of the model is deployed here.

But if you are working on modern materials or materials of a new generation (NextGen materials), then this is not always possible. However, if you can still recognize the material, then there is a great chance that the material will look great on the model. But if the material cannot be recognized, then there is a good chance that you will be looking at a bunch of random colors and pixels, but in fact it should be metal.

(Using photos as textures can easily fix this, but more on that below.)

Besides good diffuse map (diffuse map) Also great value has quality reflection maps (specular map). There are many tools that will create a reflection map for you, but they don't provide necessary control. Especially when you're working on different materials, placed on the same texture, or with bright text.

This leaves Photoshop as the only great tool for creating reflection maps. Using it you can make a mask that will exclude areas where the reflection map is not needed. And if your texture has white text, then using a mask you can dim the brightness of this text on the reflection map.

Above is a picture that shows how you can create a reflection map for a simple texture with two materials: concrete and metal. Each material has its own level correction (Levels 1 and 2) with a mask. You can also use Brightness/Contrast instead of adjusting levels, but using levels gives you more control over the picture. And on top of the adjustment layers (Levels 1 and 2) lies Hue/Saturation so that the reflection map becomes black and white.

2. Base material

When creating a texture, it is considered good practice to start working with a base material. If you are creating a metal material, then first create a uniform (preferably repeating - tiled) texture, completely filled with metal. If the metal is needed damaged, then the damage can be painted on top of the base material.

Be sure to keep the base textures. This way, if you need to create a metal material again, you take the base material and create a new one based on it.

This is very convenient if you are working on a number of typical objects or buildings. So, starting with a base material for each type of material in your texture can create good material expression. Once each part has its own material, you can start adding details.

3. All the beauty is in the details that are invisible at first glance.

High-quality texture on a low-poly model.

This is what a lot of people miss when creating textures - small details. They are not visible at a quick glance, but greatly increase the interest and liveliness of the texture.

Depending on the style and theme, you can use both minimalism in details and textures that are extremely rich in details.

Your job is to give the viewer an object that looks awesome. Subtle details are perfect for this task, and these details can be anything. Stickers, leftover paint, rivets, bolts, some scribbles with a black marker, dirt, grease stains, whatever.

But the main point is to make it all discreet/inconspicuous. If you overdo it, the effect will be the opposite and the picture will deteriorate.

The object in the picture below is very good example creating parts in the required quantity. As you may have noticed, the diffuse color is immediately loaded with details and most of them are invisible at first glance. The object contains pieces of film, stains, stickers with text, scratches, rivets, labels, etc. It is these details that give the twenty-two triangles of the model a realistic look.

4. Make your textures clearer.

Be careful. Some love clear (sharp) And sharp(crisp) textures, while others leave them a little blurry.

Personally, I prefer sharp textures, so I always apply a sharpness filter (Unsharp mask in Photoshop) to the entire texture as a final step.

Essentially I just make a copy of my entire texture and make that copy the most top layer. Then I apply the Unsharp mask filter to this layer (despite its controversial name, this filter will make your texture sharper).

I prefer to use a filter instead of Sharpen Unsharp mask- with it you will 100% not spoil the texture. In addition, the Unsharp mask gives additional control over the final image.

There is a great temptation to make a very clear texture, but this can lead to all sorts of artifacts in the picture.

The first picture (normal) is the original texture. This is how it looks in Photoshop without any adjustments.

The second picture is the original with the Unsharp mask filter applied at 70%. The paint details and scratches came out very well.

True, now the highlight on the horizontal edge has become very expressive, but it can be dimmed a little. (You need to do this on the original texture and re-apply the Unsharp mask filter. In this case, you will have a completely clear texture in the output and save your .psd file in perfect order).

The last picture clearly shows artifacts that you definitely don't need. It clearly dominates here white, as well as bright orange pixels on the sides of the paint, etc. This should be carefully avoided.

5. Be careful when using photographs.

Carefully avoid using photographs when creating your textures. Read about the reason for this in one excellent article. It is very rare that you have the opportunity to use part of a photo directly in a texture without adding/removing details or adjusting the photo to UV.

I'm not saying it's impossible. Some texturizers are very good at this. But for the most part, using photographs for textures is the prerogative of beginners. But it would be better for them to look at other techniques for creating basic textures.

6. Use Photo overlays.

Even with tip #5, using photos isn't always a bad thing.

Photos are a great way to add small parts. Those. details such as small pores, which dilute a simple uniform fill and make the model less cartoonish.

The best way to demonstrate what it's all about we're talking about- this is to show the texture with and without photo overlay.

The best way to get a good effect is to go through all mixing modes (blending modes ) in Photoshop and choose the most suitable one for the pair: base material + photo.

Modes usually work well Overlay And Vivid Light. The result of other blending modes depends greatly on the image, but very often you end up with a burnt-out image. But one must always keep in mind the fact that the photo overlay should be barely visible.

These small details should be completely discreet.

Another thing to always keep in mind is scale of details.

If you need to add a small blemish in the paint, like in the second picture of the doors, then you should choose the scale of the details to be the same as the scale of your object. If the scales do not match, the viewer will immediately notice the problem, since these paint defects will be inappropriate.

For better effect I advise you to spend a little time on the overlay option Blend if(Mix if) for each layer.

This option is extremely useful if you have very light or dark areas in the picture that spoil the beauty. With Blend if you can smooth them out significantly. What if hold Alt and drag the slider, then it will split and you will get a smooth transition between what is mixed and what will not be mixed.

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Ability to create texture in Photoshop - useful skill, especially for those working with 3ds Max. For 3D graphics, textures are very important important role. The quality of the 3D scene visualization directly depends on the quality of the textures. We can say that 90% of the properties of a material are contained in the diffuse reflection map, which is made from photographs of real textures. In this tutorial I will tell you how to create seamless textures from photographs. IN English they are usually called patterns or seamless textures.

This lesson is the first in a series dedicated to preparing textures.

The idea of ​​the first method is simple: select the most characteristic fragment of the image, crop it, apply the Offset filter, and retouch the joint.

Let's take this image as the source material. It has some nice wood grain on it. As a reference, I took the piece in the lower left corner and cropped it with the Crop tool.

For 3D textures, it is desirable that the piece be square. This will make it easier to assign projection coordinates in the program in the future. 3D modeling. The result is a piece like this. All further work will go with him.

Let's check the selected piece as a texture.
Team Select > All select the entire image.
We call the command in it Edit > Define Pattern, which defines the image as the fill pattern.
Now let's create new document large size, say 1024x768.
Call the team Edit > Fill and select a sample to fill.

If we now apply the created sample, we will get clearly visible seams.

In order to be able to retouch the joints, apply a filter to the cropped square Filter > Other > Offset. In the fields of the dialog box, enter approximately half the size of the image, although if you simply move the sliders, it will not be difficult to push the joints into the middle of the image.

As a result of applying the filter, the seams will appear directly in the middle of the image, and the left and right edges will automatically match. All that remains is to use any retouching tool to eliminate the joints. For example, I use the clone stamp most often, although the Patch tool works great too.

If you now apply the created sample, the seams are no longer visible. Usually the procedure must be repeated many times until a satisfactory effect is achieved. When retouching, you should pay attention to overly characteristic image elements, noticeable spots, etc. Rhythmic repetitions of identical knots reveal the artificial origin of the texture pattern.

3ds Max incorrectly interprets CMYK texture files placed in raster material map slots!

Unfortunately, if the original image contains inhomogeneity in the lighting of the selected fragment, then even perfect retouching of the joints will not make the texture step invisible. In this case, you should use the dodge-burn tools. Although it is more technologically advanced to use filters, but more on that next time.

1. What is required to create a texture pack

— Archiver, for example, WinRAR

— Image editor that supports transparency. ( Standard paint will not work, you need Photoshop, Paint.net or GIMP)

—Basic knowledge of this editor

— Another texture pack that you want to use as a basis.

2. First, download the ‘clean’ texture pack here -

I advise you to download the standard pack for your pack and use it as a basis. Although you can take any pack.

Download (preferably unzip), place it in convenient place and see the image below:

First folder (assets)- this is what you downloaded. In the future I will tell you what to do with the rest of the files (don’t touch them for now). Extracting the folder assets to a folder with the same name. This is the third folder, and we will work with it. Here are its contents:

blocks– all block textures.

effect- better not touch it.

entity— the textures of all mobs and portals and some items (like a stand with armor) are stored there.

environment— textures of rain, sun and moon are stored.

font — are stored there important files for play (they cannot be touched)

guiimportant folder, there's a lot here important images. Various in-game game files. Anvil textures background achievements, etc. etc. (in principle, I think you’ll figure it out with this folder)

items– textures of all objects.

map - the texture of the map (in the game itself), not the world.

misc - there is a barrier texture and an underwater texture.

models – armor textures of all types (diamond, iron, etc.)

painting— textures of all paintings in minecraft.

particle - particle textures (what the hunger scale, health scale, etc. look like)

3. Changing textures

Open the folder into which we extracted the contents of the pack.

First, open the folder you need. For example, you want to change the texture of a diamond block, so go to the folder blocks then we find diamond_block and throw the file into an editing program (preferably PhotoShop)

I will show an example using this program. For example, I want a creeper's face to be on a diamond block:

Now we change the cover of our texture pack. We find pack.png throw the file into PhotoShop and edit. For example, I did this:

Now we replace pack.png to yours pack.png, which you did. Now when you enter the game and select the desired texture pack in the settings, our cover will be visible:

4. Check

Let's finish the pack and check it out. We add the contents of our folder to a new zip archive, the name of which will be the name of the pack. In my example the name will be dsa1.zip.

I added all the folders and all the images. In general, you don’t have to add everything, you only need to add what you changed. Please understand that if you remove an image from your pack, it will be used in its place. standard image. And if your image does not differ from the standard one, then why add it, it will only add “weight” to your pack.

We copy our pack to the texturepacks folder, which is located in the game directory. Now turn on the game and go to the texture packs menu and here is our pack:

Loading the world. Well, now let's put our diamond block and check everything. As you can see, everything works (our redrawn texture is displayed)!

That's it. Your simplest pack is ready. Of course, you can now make your own pack and customize it for yourself!

Ideas for next articles you can write in the comments, and if you have questions, write them also in the comments or

Reading time: 4 minutes Images: 10


Seamless texture in Photoshop

For the lesson we will need some interesting shapes. You can download them from the Internet and add them to Phostoshop presets. That’s what I did, so as not to waste time creating intricate figures, I simply downloaded a ready-made set on a floral theme.

How to create?

1. Open Photoshop and create a new document ( Slavishi Ctrl+N) sizes for example 400x400 pixels. Size by by and large is not very important, since we can easily scale the texture we created later. Next, select Custom Shape Tool(U key):

and selecting the required form We create a certain composition in the center, which we will later make seamless. I created this small composition. I think it turned out very nice. :-)

I created the composition in the center of our texture, it’s more convenient and very visual. By adding new shapes, you added new layers each time. The number of shapes you add is the number of layers you get. Now we need to select these layers and merge them into one layer. To select only these layers, first click on the top one, and then hold down the Ctrl key on the bottom one.

now press the combination Ctrl keys+E( Layer > Merge Layers). You should have one layer with our composition.

2. Shift the texture. Now is the time to move the texture so that it gives the correct filling later. To do this, apply a filter to our merged layer Filter >Other > Offset:

offset values ​​should be equal to half the texture size. Well, that's what we got seamless texture. True, in the center we have formed empty space. We also fill it with some objects at our discretion. I added some shapes:

This is the nice seamless texture I got. Don't forget to also merge the layers into one, but don't merge them with the background. Background layer You can turn it off and leave only the layer with the texture itself. Now all that remains is to define our texture as a sample.

In this tutorial we will learn how to create our own textures in Adobe program Photoshop. Then they can be used to design the background of websites, as textures for 3D graphics, etc.

But there are some pitfalls", which make creating textures somewhat difficult. The fact is that when shapes are used to create textures, it is difficult to smooth out the places where they join each other. And if a discrepancy is visible, then the quality of the texture will not be the best.

In this guide we will try to solve this problem.

To begin, create a new 100x100px document in Photoshop. Select the brush (B) of your choice and draw something like this:

Now let’s transform the drawn figure into a pattern Edit command> Define Pattern... and let's call it "texture". Go to the Image command > Canvas size and ask new size 400x400px.

Let's fill our entire canvas with a new pattern using Edit > Fill...

You should get the following:

As you can see, the patterns do not completely fit together. Therefore, a full texture is not obtained. I would like to :)

This problem is solved by using the Offset filter. This filter moves the image to specified quantity pixels. IN in this case the image moves inside the outline, while the outline itself remains in its original place.

The effect of the Offset filter is similar to inserting an image into a path and then moving it.

Therefore, go to the command Image > Canvas size and again set the value to 100x100px. Then fill the picture with our pattern Edit > Fill...

Let's call the Offset filter using Filter > Other > Offset with the following parameters:

As you can see, the horizontal and vertical pixels have moved almost half of the image:

Now all that remains is to connect the edges of the “broken” lines using the same brush with which we painted them. So select the Brush Tool (B) and connect the lines into one:

Now apply the Offset filter again (Ctrl+F).