Showing posts with label textures. Show all posts
Showing posts with label textures. Show all posts

Thursday, October 6, 2016

Read How to create Pause Screen in UE4 Now

This image shows a finished Paused screen.

Step 1:

Before you open Unreal Engine go to http://www.dafont.com/ for download a font suitable for your game. One you download extract the file and installed ttf file. Copy the ttf file and paste in C:\Program Files(Program Files (x86))\Unreal Engine(Epic Games)\4.5(engine version)\Engine\Content\Slate\Fonts

After when you installed font open Unreal Engine. Content Browser is located in folder “Game” create new folder for User interface screens call it “UI”. In UI folder press right mouse bottom and select “User Interface” option then select “Widget Blueprint” in order to save press right click on widget blueprint and select save. Then double click on the widget blueprint to enter to edit menu.

This image show where you should create folder for User Interface.

This image shows where you should create Widget Blueprint.


Step 2:

On left top corner of the screen there is a folder called “Palette” expand “Common” select “Text Box” hold and drag on canvas or you can hold and drag on canvas under [Root] but make sure that you put on canvas.

This image shows Pause Screen editor.

This image shows canvas for screen.

Steps 3:

If you select text box then on the top right side of User Interface editor you can see “Details” options. Chose “Layout (Canvas Panel Slot) and press on Anchors and choose the middle. You can mess around and change “Style”, “Appearance” and other options. In “Content” option you can type the heading of your title.

This image shows options for Pause Screen.

This image show Text Block applied on canvas.
This image shows Text Block operation.

This image shows text applied on canvas.
This image shows colour options.
This image shows costumer font style. This is spot where you should put the font name that you want use.

Step 4:

You can add image if you want by dragging image box. To select image that you want to use and drag to “UI” folder. When your Pause screen is finished and you are happy of it than press Compile. Save and close the editor. You can find good image on http://www.freeimages.com/ .

This image shows an image box applied on canvas.


This image shows an image box applied on canvas.
The image that I chose is grunge border from http://vyawie.deviantart.com/art/Border-Black-Grunge-187744467 . You can search in Google Image for grunge border.

This image shows an image that I use for Paused Screen.

Step 5:

Select “Blueprints” then select “Open Level Blueprint”. Press right click and search for letter “P” to pause game and “X” to un paused game and add other important objects that will be needed for “Pause Screen” to work. Create new variable and select and then in variable type change to Boolean. Then create new Variable but this time change to Float.

This image show programmer for Paused screen.

This image shows the program for Paused screen.

Step 6:

If you finish coding press compile and save your Pause screen and you can exit programming. The last thing that is left to test if pause screen is working is to “x” out of programming editor and see if it works.

This image shows a finished Game Paused screen.
You can also watch a video tutorial about how to create a Pause Screen.



Read How to add a texture in Blender Now

rendered result

In this tutorial you will learn how to add a texture in Blender using Cycles render.

Step 1

Using whatever you have made or imported change the default screen layout to compositing for a detailed result.

changing layout to compositing 

Step 2 

Change blender render to cycles render at the top of the screen.
Blender Render

Cycles Render

Step 3

Right click in the plane, click on the material button on the top right corner of the screen, click new.

adding a material

Step 4

If a material is already in place use the subtract button then press new.

subtracting the existing material 

Step 5

Click on the dot right of the white colour.


Step 6


Select image texture, press open and navigate to the image you want to use, once selected open the image/texture.
opening a image texture

Step 7

To map the image on the plane go to edit mode by pressing Tab or changing it from the bar menu.

changing to edit mode

Step 8

Press A to deselect then A again to select everything. go to mesh, UV unwrap, unwrap.

unwrapping the cube

Step 9

On the left side the plane will be unwrapped. Next load the image.

applying the image onto the cube

Step 10 

Switch back to object mode, switch back to the default layout, go to render to see the result.

changing to rendered view


Rendered result 


Read How to model and texture a chair in Blender Now

Chair with texture

In this tutorial you will learn how to create a basic chair and add a texture onto the chair.



Step 1

Delete the default cube by pressing X and delete.

with no cube 

Step 2

Add mesh plane or shift A mesh and plane.Zoom in with the middle mouse button, or press 1 for a side view, press Tab to go into edit mode it should turn orange. E to extrude.

plane that's extruded


Step 3 

Press 7 on the number pad to get a better view. Use the middle mouse button to zoom in or out.

top down view of the plane in edit mode

Step 4

Press ctrl R to create a loop and place a loop at each side. Total of 4 loops.

plane with four loops

Step 5

Select face select. 

face select

Step 6 

Press the number 8 to flip to the opposite side(underneath the plane),Select one box then press Shift and right click on each of the boxes.

plane with all four corners selected

Step 7 

Press number 1, press E to extrude to your desired length. Use the middle mouse button to move around to get different angles.

plane with all legs

Step 8 

Press A to deselect, select one side and E to extrude. 

top down view with one side selected

basic model of a chair

Step 9 

To add a texture onto the chair go to materials bar on the top right corner of the screen, click on new.

adding a new material

Step 10

Change the specular to zero so a glossy effect wont appear onto the chair.

lowering the specular

Step 11 

Go to the texture section beside the material on the top right corner, click on new, change the type image to image and movie, click on open and navigate to your texture that you have downloaded.

adding a new texture

importing a texture

Step 12 

The texture will look like this on the chair, to fix this the texture needs to be unwrapped. Change object mode to edit mode.
changing to edit mode
chair with texture

Step 13 

Go to mesh, uv unwrap, unwrap. this will fix the texture on the chair.

unwrapping 



rendered result 

finished chair with a texture

Tuesday, March 1, 2016

Create a Seamless, Tileable Texture

Completed wood texture

The following 10 step process can be used to create textures for games, website backgrounds, graphic design work as well as to create textures and materials for 3D design applications such as Artlantis, AutoCad 3D or Revit. 3D games engines also make their textures in the same way so you can also use this tutorial to create textures for UE4, Unity, CryEngine or L4D.

1. Find a good image - flat, straight on, not patchy,  etc. See good and bad examples below.
Bad Image for a texture - not flat/straight on
Good Image for a texture - straight on with no patchy areas

2. Open image in Photoshop, crop the image to keep only the area you want and resize to a size to the power of two, best options are 128, 256, 512 ,1024 - square or rectangular. For example 512 x 512 pixels or 256 x 512 pixels.







3. Go to filter->Other-> Offset. Input a horizontal and vertical value of half the image sizes you set in step 2. So if your image is 512 x 512 pixels set the horizontal and vertical offsets to 256 pixels. What this does is take the central areas of the image and move them to the edges thus meaning the texture will line up perfectly with itself when it is 'tiled'. However, on the other hand it also leaves an unsightly, messy looking area over and across the image; this is what we need to fix next.

4. 
Use the clone stamp tool (alt + click to define a source point then click to clone from that point, brush will show a preview in newer versions of Photoshop) to remove the lines or fix the messy area left by the offset. Tip: use as large a brush size as possible, around 1/5 the size of the image and a hardness level between 0 and 25 for unpatterned textures such as soil, sand, grass etc. and between 25 and 50 for patterned textures like bricks, tiles etc.
Texture before cloning began - obvious lines
Texture after cloning - lines gone but blurry areas
5. Use the sharpen tool to fix any blurring that the clone stamp tool may have caused.

Texture after sharpening - blurred areas gone
6. Add a hue and saturation adjustment layer and set saturation to"-100". This will show up any patchy areas or obviously variations in light and dark within the image. These will need to be softened or else the texture will have recurring patchy areas when tiled.

7. To fix any variations in light and dark first use the dodge tool, targeting shadows, to lighten any overly dark areas. Next use the burn tool, targeting highlights, to darken any overly light areas.

Before use of dodge and burn tools - some patchy areas
After dodge and burn - more consistent hue
8. Now use any of the image > adjustment tools to add or change the colours or intensity of the texture, or in this images case add colour to the planks to match the knots in the wood.

Texture after colour has been added using the image > adjustment s tools
9. Now test how the textures 'tiles' on a canvas double the height and width of the texture. For example create a 1024 x 1024 size canvas to 'test tile' a 512 x 512 size texture. Duplicate the texture until you have 4 of them and line them up to fill the canvas. Are there any obviously repeating patterns? if so return to the texture to fix it - if not save the texture file.

4 textures 'tiled' side by side - no obvious seams or patches
10. 

To save the texture, go to file > save as and select .TGA file (truevision targa) and then choose the 32 bit option when prompted. Congratulations you have just created a seamless, tileable texture.

If you are using the texture in a 3D application then there is a little more work. For almost all 3D applications a the texture you have just created is still incomplete. A 'normal' file or 'heightmap' for the texture is still required. The quickest and easiest way to do this is using an application called CrazyBump.

Use crazy bump to create the 'normal' and if necessary (depending on the application you need the texture for) the occlusion, specularity and displacement files too. Once again save the files as .TGA (truevision targa) and choose the 32 bit option.


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