Something REALLY important for people who are planning to make games with their work here: If you're using someone else's images for your texture, *you gotta make sure you consider the license information!!* It might be unlikely for anyone to notice, but it's really better to be safe than sorry. Many images you find with a Google image search are copyrighted, so do some research into Creative Commons licenses. Even among CC assets, some licenses forbid you from modifying the asset or using it in commercial projects, and, worst of all, using an asset with a Share Alike license can give others full legal access to modifying and distributing your game for themselves...
Jumping on this, Open Game Art has a lot of cool assets of varying types, and you can filter by license type so it's easy to find public domain/CC0 stuff!
Absolutely love your videos. They are so labor-intensive; I can’t imagine the amount of work that goes into the smallest details of things you keyframe and animate for the sake of clarity of the lesson and rhythm of the edit. Keep up the great work 🙏
Informative video; I've been using GIMP for several years but I didn't know about the search tool. I personally would probably patch the seamlessness at a higher resolution than the final texture, then let the downscaling hide any sloppy mistakes. Of course, for filtered textures this means I need to maintain seamlessness when scaling (which I do by tiling it to 3x3 before downscaling, then cropping to the middle tile), but that's not really a problem for nearest-neighbor-filtered textures. Also, I'd probably quantize the image to 256 colors or so, or convert from 24bpp to 16bpp, since older games usually didn't use full-color textures (to save space).
Re: textures. Once at an art school (I was there for animation) there was an excavation drill and while waiting outside for the all clear a group of guys where so distracted taking photos of the grass for texture they missed the call for their group to go back to class. I can’t say I blame them.
I'm so excited for this video series! You're so technically skilled, these videos are a great resource. I develop for a modded Unreal Engine 1, more in the vein of late PS2/ early PS3 graphics, with a couple other retro techniques thrown in. Nevertheless this is incredibly helpful.
@@Carkoon yup! go to oldunreal.com and download the 227i patch. we're still a couple years away from the next release but there's still a lot of cool stuff that affects support for modern systems, gameplay, and mapping
@@Carkoon not a whole lot online at the moment but here's a screenshot from my friend's mod: media.moddb.com/cache/images/mods/1/49/48610/thumb_620x2000/Promo_Pic1.jpg
Awesome video as always! Super informative and well-made. A suggestion for your next video would be making textures for a ps1-style character, I've really been struggling with that and it would be great to get a quick run down of your process. I've watched some of your streams, but an actual tutorial would be great.
I had no idea how seamless textures could be made until now! Edit: Also, forgot to mention that I was greatly amused by the authenticity of the videos intro. You even got the lag right!
when i crop the image and then scale it it literally does nothing to the scale of the image. only when i skip the cropping and scale it it will get pixelated
@@TheSicklyWizard Yeah, I know. But there's no real alternative to it yet because they bought out any competitors. Also you can still get perpetual licenses for a reasonable price.
There is... Another way 🏴☠️ I know about perpetual licensing im just frugal and dont want to spend the money on expensive software. I'm very stubborn and I absolutely refuse to touch any adobe product, legitimately owned or otherwise.
@@TheSicklyWizard So adobe bought out Bitmap2Material's devs, Allegorithmic in like 2018 I want to say? And then they funded that project enough that it eventually became Substance Painter and Designer, and it's one of the only things you can actually still get a perpetual license for. It's a rare case of Adobe actually not being a dumpster fire and honestly worth every penny. I was extremely hesitant to get the Substance programs for years because it really didn't seem worth the money, but Designer in particular, more so than Painter, does things that nothing else can do and that you can't replicate with other software easily. It takes multiple trips between blender and GiMP, or an extremely complicated material setup along with several bakes and sculpting in blender to replicate what designer can do in seconds
Never thought i would say that but making seamless cobblestone textures is hella relaxing
Something REALLY important for people who are planning to make games with their work here: If you're using someone else's images for your texture, *you gotta make sure you consider the license information!!* It might be unlikely for anyone to notice, but it's really better to be safe than sorry.
Many images you find with a Google image search are copyrighted, so do some research into Creative Commons licenses. Even among CC assets, some licenses forbid you from modifying the asset or using it in commercial projects, and, worst of all, using an asset with a Share Alike license can give others full legal access to modifying and distributing your game for themselves...
Jumping on this, Open Game Art has a lot of cool assets of varying types, and you can filter by license type so it's easy to find public domain/CC0 stuff!
Absolutely love your videos. They are so labor-intensive; I can’t imagine the amount of work that goes into the smallest details of things you keyframe and animate for the sake of clarity of the lesson and rhythm of the edit. Keep up the great work 🙏
“And when we needed thesicklywizard the most....he returned” 👏🏿👏🏿👏🏿👏🏿
Those node visualization animation extra miles are much appreciated.
Very helpful... this is like the first tutorial I've seen where someone explains how to make seamless video game textures in Gimp.
I use Krita and making textures is just as easy. You can make new files in square sizes set for textures too.
Informative video; I've been using GIMP for several years but I didn't know about the search tool.
I personally would probably patch the seamlessness at a higher resolution than the final texture, then let the downscaling hide any sloppy mistakes. Of course, for filtered textures this means I need to maintain seamlessness when scaling (which I do by tiling it to 3x3 before downscaling, then cropping to the middle tile), but that's not really a problem for nearest-neighbor-filtered textures.
Also, I'd probably quantize the image to 256 colors or so, or convert from 24bpp to 16bpp, since older games usually didn't use full-color textures (to save space).
I've been watching ps1 blender videos the past few days and could not find a texture video till now
I like how slow yo go. makes it easy to understand
Saved me days of searching and crying and punching things thank you🙏🙏still works after 2 years
Re: textures. Once at an art school (I was there for animation) there was an excavation drill and while waiting outside for the all clear a group of guys where so distracted taking photos of the grass for texture they missed the call for their group to go back to class. I can’t say I blame them.
you should make a tutorial on how to make ps1 style environments/maps whatever theyre called. i dunno the specifics or where to start.
Thats what i wanted to do next :)
BEAST ive been modelling stuff and watching your vids as of late but texturing has been so hard. thanks for this vid man
I'm so excited for this video series! You're so technically skilled, these videos are a great resource. I develop for a modded Unreal Engine 1, more in the vein of late PS2/ early PS3 graphics, with a couple other retro techniques thrown in. Nevertheless this is incredibly helpful.
Is the modded Unreal engine available online?
@@Carkoon yup! go to oldunreal.com and download the 227i patch. we're still a couple years away from the next release but there's still a lot of cool stuff that affects support for modern systems, gameplay, and mapping
@@Carkoon also if you want you can check out unrealsp.org for custom campaigns. they also have an active Discord channel!
@@nikosv7230 Thanks and best of luck with the next release. Do you have something uploaded of the ps2/3 style game you mentioned?
@@Carkoon not a whole lot online at the moment but here's a screenshot from my friend's mod: media.moddb.com/cache/images/mods/1/49/48610/thumb_620x2000/Promo_Pic1.jpg
Randomly found yah, you're an amazing UA-camr for blender heh
wow such amazing work
So glad this series has new video!
Awesome video as always! Super informative and well-made. A suggestion for your next video would be making textures for a ps1-style character, I've really been struggling with that and it would be great to get a quick run down of your process. I've watched some of your streams, but an actual tutorial would be great.
Super in depth and well explained!
holy shit new thesicklywizard video
when you pulled out the texture coordinate and the mapping node, i thought to myself, "aww man, one more fancy node and im outta here lol"
This is so helpful thank you! You're a wizard mg.
Please enable the translation option, because I don't understand anything.
eyyy take me back!
I've been using GIMP for 5 years, never heard about search bar :D nice
It was very helpful. Thanks for the upload.
Considering albedo rather than using diffuse texture maybe a good idea
Yea, your probably right
nice video and really helpful too!
He’s back boys
oh hey we live close by!
Please don't track me down and kill me please.
@@TheSicklyWizard i sure won't
Wonderful tutorial
Helped greatly 👍👍
incredible videos thank you so much
thank you!
I had no idea how seamless textures could be made until now!
Edit: Also, forgot to mention that I was greatly amused by the authenticity of the videos intro. You even got the lag right!
I mean its as simple as making the left the same as the right and up the same as down
Great tutorial!
I love your channel 💖💖💖🔥🔥🔥
Plz do n64 texturing and modeling
N64 is similar except that the texture limit is 64^2. And uses, i believe trilinear filtering
transfering this from blender to unity would delete the nodes?
can you change psp to ps2??
when i crop the image and then scale it it literally does nothing to the scale of the image. only when i skip the cropping and scale it it will get pixelated
random question but how i get exploration view that’s shown at 0:43 ? is that an add on?
For me it's "Shift+`" but that's for my 2.7x controll scheme
@@TheSicklyWizard ok thanks! also thank you for making these tutorials, I just made a couple of my first textures today and it worked out great!
Cool masterpiece
WHERE CAN I FIND THE SKY HDRI👁👄👁
Awesome
niceeeeeee
Крут! Спасибо за видео=)
i hope you said "BDSF" on purpose XD
When it comes to something like cobblestone? Stop wasting your time, get substance designer.
Eeew, adobe product 💀
@@TheSicklyWizard Yeah, I know. But there's no real alternative to it yet because they bought out any competitors. Also you can still get perpetual licenses for a reasonable price.
There is... Another way 🏴☠️
I know about perpetual licensing im just frugal and dont want to spend the money on expensive software. I'm very stubborn and I absolutely refuse to touch any adobe product, legitimately owned or otherwise.
@@TheSicklyWizard So adobe bought out Bitmap2Material's devs, Allegorithmic in like 2018 I want to say? And then they funded that project enough that it eventually became Substance Painter and Designer, and it's one of the only things you can actually still get a perpetual license for. It's a rare case of Adobe actually not being a dumpster fire and honestly worth every penny. I was extremely hesitant to get the Substance programs for years because it really didn't seem worth the money, but Designer in particular, more so than Painter, does things that nothing else can do and that you can't replicate with other software easily. It takes multiple trips between blender and GiMP, or an extremely complicated material setup along with several bakes and sculpting in blender to replicate what designer can do in seconds