Handpainted Textures!

Yayyyyy. So the first one is a repeating tile texture for like…a floor or w/e. The second is a hanging banner for a wall or w/e. The tile could have come out better, but I’m pretty happy with the banner. I wanted to add a border but I couldn’t get displacement to work with the folds so I scrapped it.



Thanks for viewing!




Repeating Brick Wall Texture

Ok so for class we had to create a tileable texture. Basically, The texture needs to be able to repeat in any direction without any noticeable seams. This is a photo based texture, but the same process is used for hand painted as well. This is not my first time creating textures, in fact I’ve been making these all month for a level I’m creating for another class. Creating textures for games and computer animation is a long process. I’ll sum it for those of you who are interested.

Basically you make 4 texture “maps.”

The first map is what we call a “Diffuse” layer. The diffuse layer is the overall color of your texture. For this texture, I found a decent brick texture, and then proceeded to overlay other elements on top of it. There are layers of grime and dirt as well as multiple color and level correction layers.

The second map is called a “Specular” layer. The specular layer dictates where highlights and shadows rest when reacting with light. Depending on what kind of material you are going for (bricks, metal, plastic, concrete etc) your specular layer can really make or break your texture.

The third layer is called a “Height Map.” The height map determines the highs and lows or, lights and darks of the texture. This is different than the specular layer, as this directly affects the illusion of 3-Dimensionality of your texture, which is made through a “Normal” Map. Light areas are raised, where as dark areas are recessed. I actually created two different height maps; one for Large details and a second one for smaller details.


The “Normal” map is what makes your 2d image look 3d, generated from a height map, or a high resolution sculpt of your object. As you can see it’s colored, and each color represents different depths.


So anytime you see computer generated graphics, there are a minimum of 3 Layers; Diffuse, Spec, and Normal. The height map is not actually used, other than to generate the Normal map. There are a whole bunch of other types of layers one can add to further push the textures.



Hopefully you guys found this post interesting. If you have any questions feel free to message me. Thanks for taking the time to check out my work.



Graphite, My Old Friend…

It’s been too long. It seems that I’ve been doing so many things on the computer these days I’ve been neglecting my sketchbook. So I decided to take some time out of my day to bust out a few concepts that have been floating around in my head.

Recently I’ve started playing Deus Ex: Human Revolution. You can see the influence in the new sketches. I’m toying with a similar idea on my own, but it needs a lot of fleshing out. One of my favorite aspects about the game is the Art Direction. They managed to fuse this cyber punk, “Blade Runner” atmosphere with the Italian┬áRenaissance. If you haven’t seen it, you need to. The game is gorgeous.

Anyway, I know there are a lot of problems with these sketches, such as proportion and anatomy. Also the one guy is just leaning way to far. I think that had something to do with the angle I was drawing at. I need to get back into my drawing, cause my lack of practice is showing. Part of me felt lost when I touched the pencil to the paper, which is not a good thing. So anyway, I hope you enjoy these sketches anyway.