Absolutely fascinating 30 minute deep dive into the universe of texture modding. I'm no texture artist myself, but it was really interesting to hear your thought process every step of the way, for every consideration that you had to make, to give these textures that sharp Nerrel look. You're truly an artist. 👍
The idea of normal/bump maps in Metroid Prime almost feels like looking into an alternate world where the game came out on OG Xbox. Or one where the GC's bump mapping got used more than the handful of times it did.
I was trying to figure out how to use the alpha channel in GIMP for my own projects and texture packing, and your video quickly mentioned the process in a way that made sense.
I have zero experience with creating textures but found immense enjoyment watching the process! These are really cool videos Nerrel! Also, do you have a link or credits for the Metroid Fusion Underwater Depths mix used at the end of the video?
I am very satisfied with what I've learned about Romance from this video :D But I comparatively haven't learned a speck of Texture and Material creation from this video >:(
As an "oldshool" game artist, this all warms my aging heart. Doing everything manually, essentially creating things like an oil-painting, eyeballing a lot of things and using reference photos until things click, and testing x9000. A cool set of skills that I was excited to learn back in the day, that suddenly feel caveman archaic with the advent of the PBR workflow and the node-based procedural generation.
@@Ozzianman It’s definitely on the way out, much to my chagrin. I still prefer these old texturing methods and use them for my own projects cause those were what made the games I liked growing up, but doing things by hand like this would probably get you laughed out of most AA or AAA studio spaces. Not to say the results aren’t better, because in my opinion hand painted works always have a charm the PBR pipeline fails to capture, but because in the day and age of every project being a fucking money sink and scopes being too large you need to cut corners everywhere you can. First to go is usually the craftsmanship unfortunately.
@@malikoniousjoe I would say there is craftsmanship in procedural texturing as well. Making good looking procedural materials still takes a lot of work and it is possible to combine procedural and hand drawn techniques for the best of both worlds. PBR is still possible to do with hand drawn textures, just takes a bit more work compared to procedural.
@@Ozzianman I can absolutely see that, it’s just my personal feelings on the matter getting in the way. I’m not saying PBR pipelines require no talent cause that’d be a flat out lie, but I do feel that for all the convenience a program like substance designer brings, I miss the “artist’s paintstrokes” in the old ways. l can very much admit I’m probably just Old Man Yells At Cloud by now haha
why is pbr seen as some difficult advancement ? its just a set of standardized textures instead of each engine having their own version of specular maps
So I went to College for Game Development and texture creation was something they covered, but despite talking about it in a much shorter time frame your explanation feels much more indepth on the actual process and challenges you may face and was much more easy to understand
I used to do this back in the day for the PSP emulator, i would make my own MGS outfits for Peace Walker. It's very cool to have this much power in a video game for some reason.
You mentioned Substance Designer, but there is a free node based material creator named Material Maker as well. It can be a bit unintuitive if you're not familiar with node based material creation, and there's a bit of a learning curve, but the node based workflow makes the process nondestructive and all the maps line up perfectly. The workflow is very different from this, though, and usually starts with the height map first, so I'm unsure how useful it would be for making HD versions of existing textures.
24:57 was absolutely wild, mapping like this never fails to feel like wizardry and seeing what looks like a complete 3d model just rotating like that on a 2d plane is nuts
26:38 “…it’s vital that you enjoy the process enough that the work becomes its own reward….the amount of effort required shouldn’t put you off, it should be part of the fun.” Dude this…is an amazing quote and it’s going on my wall.
As someone who started a 4K AI Upscale project on Rayman 3 and moved on to fix almost every texture manually let me just tell you: it's insane the actual amount of work it goes into making all of these. Like not just painting, texturing and enhancing, you really need to study the actual game, texture and compression used by a 20 year old game. It's nuts.
I'm really happy that Nerrel makes it a point to use GIMP over Photoshop. Makes it for more accessible. Remember, it's morally correct to pirate Adobe products, but it's even more morally correct to use open-source alternatives instead.
Nerrel is one of those creators I can just watch and listen to doing shit I'll never even think of attempting. But the more exposure he gets, the more people who CAN do cool shit like this might see it and get inspired.
I can't speak on Gimp, but I REALLY like using Krita as my free Photoshop alternative for drawing. It's got all of the features you could want and then some. The custom brushes are easy to make and use, and I really can't recommend it enough. Just using Krita and a cheap $30-40 drawing tablet has given me some great results so far.
In general its a good art rule of thumb to never over render/complete any single aspect of a piece, it ensures cohesiveness. Its always why breaks, checks, zooming out far away or just standing away from the monitor can help, so that ur brain doesnt turn into mush and loses focus. Dunno if this would be helpful, but i personally use krita. Its free, open source, auto saves and crash saves. And the ui is pretty customizeable, but i know how annoying it is to have to learn a new program. Honestly too i think learning the spec/normals route is not only easier but a good foundation, to learn first before pbr. Ive really only seen high budget super realism use pbr and feel it takes away from the art of it all, but im an handdrawn texture art snob.
Jumped on here with the unnecessary intention to perhaps add something (department lead, Epic Games/Quixel) but this is honestly just a good breakdown of texturing for pre-PBR systems. I would recommend our by now ancient tool "NDO" (Part of Quixel Suite 2) for normal generation of this style. It may be a bit old and quirky at this point, but its hands down still the best in my opinion and runs straight in PS. If you are new to this stuff, just know that texturing nowadays is much more constricted to real-world numbers and you can't just go and "make something shinier" in a specular map or brighter in a diffuse/BaseColor map without keeping the restrictions for dielectrics and conductors in mind at all times while also making sure the combination of the two never overstep 1.
Try Krita. There's a Godot-based Substance Designer clone that's free and excellent. It lets you do node-based stuff too. Edit: yeah I think it was Materialize.
I've got Krita and Rebelle but don't use them much unless something specifically suited to them comes up. I live for danger, they don't crash often enough for me
8:10 Have you tried Clip Studio Paint? It lets you customize the UI the way you want, including having brush properties (size, opacity, blending mode, color stretch and whatever other properties your custom brushes have) to be displayed at all times. If you decide to use CSP, they even have a companion controller (that I now cannot draw without it out of how beneficial it is) that works via Bluetooth without any installation required, all the settings are made via the software (but that does limit its usage, as you would third party programs to use it as macros for other programs - you can use other devices as macros instead of the controller, but then again, that also requires third party software to set up).
your brand of subtle dry humor is exactly what I needed right now and if I have to watch a texture tutorial to get it then I gets thats what I'm doing :I
Honestly you should highlight some of the best hd texture packs projects for Dolphin and Citra, it's hard to find high quality projects when it's easier to find the ones using AI upscaling
Thanks for making these texture videos, I won't be using this one as much because the a e s t h e t i c I'm going for in Blender is specifically SEGA Saturn, but the first video is invaluable for me since, BECAUSE I'm going for Saturn, my geometry can't be very complex, so I need to be able to make nice textures that are still readable when compressed to a much lower resolution.
I know this is one year old, but dude, I highly recommend you to learn Blender. I think you would be able to do this way faster and easier there. Tracing the pattern would still be necessary, but instead of white I would do it in black, on a white background. Then export it as an image. Bring that image into Illustrator or Corel Draw and convert it to SVG. Then you can import that into blender, blender will treat that vector graphic as a 3D object. Then you can add textures, or paint textures on it, like you would do on Gimp. You would be basically recreating that wall in 3D, like a modern game, and bake all that into a texture. Blender will calculate the Normal and displacement maps based on your actual geometry. Color, shadows, highlights and specularity would be based on your textures and how you set up your lighting on the 3D scene, by using either lights or HDRI maps. There are free addons in Blender that allow you to bake all maps in minutes, because Blender's own texture baking process is a bit cumbersome. I think Blender would save you a lot of time my friend.
8:08 I'd like to say that for Photoshop, opacity nowadays is always displayed on top, both size and hardness can be adjusted via ALT+ Rightclick and sliding the mouse, and you can also just customize your layout to add the Brush settings window wherever you want and that *can* be docked(Also available by simply pressing F5), Brush Settings containing Size, Hardness, and a ton of settings such as Shape Dynamics, noise and so on. And it's been the case for years. Great video otherwise, very informative!
You get a subscribe just for using Open-Source software. I prefer Krita myself, especially for the wrap-around feature which makes tiling textures even easier.
Normal maps are one of the most underrated pieces of technology that was really transformative in games from the mid 00's like Splinter Cell: Chaos Theory. I had no idea something like this would even be possible with Dolphin, it would be a fantastic way to add detail to a lot of these older games.
I used to make texture mods in an MMO I played. Seeing that funny purpley image brought back memories :') thanks for the helpful video! This is awesome and informative.
Would it be possible to add normal or bump maps to *any* dolphin game? Or just the few ones who support and use the tech? (like Battalion Wars, Godzilla Destroy all Monsters Melee, or Death Jr.)
8:00 When you mention GIMP having better interface, I must add that it also looks like an actual art program from before the minimalism craze. Colored icons with actual shading and semi-realistic shapes makes it SOOO much easier to see where the icon you need is at a first glance. Blender and Photoshop were both better before imo. Selecting tools in modern programs nowadays can almost feel like opening a pencil case only to find a bunch of tangram pieces.
I'm sure you've gotten this suggestion a dozen times, but if you're looking for an art program that has photoshop's power and range of tools with GIMP's ease of workspace, I really can't recommend Clip Studio Paint enough. It's got everything photoshop has and then some, in particular a lot of masking and layer tools that would be perfect for more modern texture work like this, and it's got a pretty much infinitely customisable workspace. One thing I can promise you off the bat is that it has the brush size slider and a BUNCH of brush options visible immediately in the toolbar just like GIMP does.
Im a CG artist that has been painting Normal maps manually for like... 15 years or so? You're mostly on the right track. I have some methods that streamline it a bit. I still do it. I was making fabric and thread maps for a CG Dell Backpack as recently as 2 weeks ago. Ive made like almost 30 of them by now.
There's a shortcut on Photoshop to change your brush size ( and ) and if you own a cheap pen tab like me (wacom intuos 2018) you can easily put a shortcut on your pen tab. Gimp is easily one of the most backward software I've ever touched.
dude you're incredible. I love your videos so much! I may get back into texture editing now and try some of the tools and techniques you used. I've been drawing/painting digitally for many years and I had no idea wtf you were doing at certain points in the video. XD
I love how even when I have no clue of what's going on, this channel is still funny and entertaining as hell. Nerrel doesn't upload often, but when he does, it's always a treat.
Thanks Nerrel! I've enjoyed all your texture pack tutorials. An alternative workflow I would suggest if you are doing an entire Texture Mod is to model parts of the texture as 3D objects, use real-time shaders to colorize/detail them, then render it out as a map (diffuse/spec/normal/etc). This moves the complexity of your layer stack into the shaders and keeps it consistent because you can reuse your shaders for different objects. Blender 3D is great for this and it's FOSS like Gimp.
I wasn't too convinced by the Star Fox reskin, probably because of the afore-mentioned emulator shading issues, but the Sky-ville Metroid texture... gah damn it looks good.
As a long time 3D artist myself, you’ve an incredible knowledge and experience in regards to this field. Your results speak for themselves and you are working under harsher restrictions than most new projects. Don’t put yourself down man, you’re more knowledgeable than you give yourself credit for.
I know little of 3D texturing, but the fact I could follow along your explanation seems like a testament to your narration (or nerretion) skills. Great video, and thanks for the information! Also, I noticed you didn't mention Krita on the "Why use GIMP?" section. It's free as well, has autosave, and it's made as an alternative to Photoshop, so it should have the tools you need. Maybe. Like I said, I don't really know about 3D texturing.
I don't really do much in the way of modding so this is all in one ear and out the other, but like many here, I just like listening to Nerrel explain crud. :)
I finally got around to playing Majoras Mask with your texture pack, I must commend you on your work. Thank you from the emulation community, the textures are perfect not too much, not too stylized.
Omw to spend 30 minutes learning something I'll never do, just to hear Nerrel talk.
Mood
same
im here for the romance
Heavy mood. Big W.
You're just like me fr
Absolutely fascinating 30 minute deep dive into the universe of texture modding. I'm no texture artist myself, but it was really interesting to hear your thought process every step of the way, for every consideration that you had to make, to give these textures that sharp Nerrel look. You're truly an artist. 👍
hey ant menom
hello mr hank
Antvenom jumpscare
Soylent man?
The idea of normal/bump maps in Metroid Prime almost feels like looking into an alternate world where the game came out on OG Xbox. Or one where the GC's bump mapping got used more than the handful of times it did.
I was trying to figure out how to use the alpha channel in GIMP for my own projects and texture packing, and your video quickly mentioned the process in a way that made sense.
I have zero experience with creating textures but found immense enjoyment watching the process! These are really cool videos Nerrel!
Also, do you have a link or credits for the Metroid Fusion Underwater Depths mix used at the end of the video?
that is his cover, he uploaded it to his discord
@@MaximumDong Thank you! It sounds awesome so I wanted to find it!
I am very satisfied with what I've learned about Romance from this video :D
But I comparatively haven't learned a speck of Texture and Material creation from this video >:(
Good ol' Nerrel
I don't care about the topic but i leave a like just coz is Nerrel... and Tingle
thanks nerrel
26:52 the Homework grade section at the end is hilarious and I hope Nerrel sneaks them into a real texture pack somehow
That last one is down bad 💀
OSW?????
Thanks Nerrel I will now add raytracing to Super Mario Bros (NES)
Long overdue, now people might actually want to play that trash
someone did that with doom and it looked amazing. Mario bros would be awesome with ray tracing
I never knew Dolphin had normal map support, that's so cool
also holy shit this video teached quite a lot about texturing & detail, might try gimp
I wonder if it's just backporting the feature from its Wii emulation.
This is so cool, thanks so much for going into such detail. Hoping this leads to the HD remaster of Mischief Makers the world needs
Hey man just watched you on the Mega64 podcast I loved the part where you murdered all of them classic
I never realized I wanted an HD remaster of mischief makers until I read this comment
You have good taste in videos Mr.Bomb
Incredibly based take, shake shake
As an "oldshool" game artist, this all warms my aging heart.
Doing everything manually, essentially creating things like an oil-painting, eyeballing a lot of things and using reference photos until things click, and testing x9000. A cool set of skills that I was excited to learn back in the day, that suddenly feel caveman archaic with the advent of the PBR workflow and the node-based procedural generation.
As a hobbyist the procedural node based workflow is nice, but I sometimes do textures more by hand. This kind of texturing still ain't obsolete.
@@Ozzianman It’s definitely on the way out, much to my chagrin. I still prefer these old texturing methods and use them for my own projects cause those were what made the games I liked growing up, but doing things by hand like this would probably get you laughed out of most AA or AAA studio spaces. Not to say the results aren’t better, because in my opinion hand painted works always have a charm the PBR pipeline fails to capture, but because in the day and age of every project being a fucking money sink and scopes being too large you need to cut corners everywhere you can. First to go is usually the craftsmanship unfortunately.
@@malikoniousjoe I would say there is craftsmanship in procedural texturing as well. Making good looking procedural materials still takes a lot of work and it is possible to combine procedural and hand drawn techniques for the best of both worlds.
PBR is still possible to do with hand drawn textures, just takes a bit more work compared to procedural.
@@Ozzianman I can absolutely see that, it’s just my personal feelings on the matter getting in the way. I’m not saying PBR pipelines require no talent cause that’d be a flat out lie, but I do feel that for all the convenience a program like substance designer brings, I miss the “artist’s paintstrokes” in the old ways. l can very much admit I’m probably just Old Man Yells At Cloud by now haha
why is pbr seen as some difficult advancement ? its just a set of standardized textures instead of each engine having their own version of specular maps
This is a really long way to announce a Metroid prime texture project. Amazing work.
He's been working on Prime pretty much ever since the Majora pack released.
@@ZekeFreek Nerrel is an absolute madlad. You can’t stop this guy’s working inertia
@@ZekeFreek I had no idea. Starting with Prime 1 I suppose?
So I went to College for Game Development and texture creation was something they covered, but despite talking about it in a much shorter time frame your explanation feels much more indepth on the actual process and challenges you may face and was much more easy to understand
I used to do this back in the day for the PSP emulator, i would make my own MGS outfits for Peace Walker. It's very cool to have this much power in a video game for some reason.
You mentioned Substance Designer, but there is a free node based material creator named Material Maker as well. It can be a bit unintuitive if you're not familiar with node based material creation, and there's a bit of a learning curve, but the node based workflow makes the process nondestructive and all the maps line up perfectly. The workflow is very different from this, though, and usually starts with the height map first, so I'm unsure how useful it would be for making HD versions of existing textures.
24:57 was absolutely wild, mapping like this never fails to feel like wizardry and seeing what looks like a complete 3d model just rotating like that on a 2d plane is nuts
trying to learn GIMP after mostly working with photoshop your entire life is like trying to learn how to walk on your hands
You could say you're gimping yourself.
I'm glad that Nerrel is one of the 8 people still dedicated to Star Fox to show how to make textures for it
Rip Nerrel busting his ass to make HD metroid prime textures just for Nintendo to make an HD remaster like 7 seconds later
Yeah but at least its a good remake
26:38 “…it’s vital that you enjoy the process enough that the work becomes its own reward….the amount of effort required shouldn’t put you off, it should be part of the fun.”
Dude this…is an amazing quote and it’s going on my wall.
As someone who started a 4K AI Upscale project on Rayman 3 and moved on to fix almost every texture manually let me just tell you:
it's insane the actual amount of work it goes into making all of these. Like not just painting, texturing and enhancing, you really need to study the actual game, texture and compression used by a 20 year old game. It's nuts.
Man, Every single Nerrel video is a gift. They are always interesting, informative, and keep my attention with ease.
Thank you Nerrel, very cool! It's actually insane the amount of work that goes to JUST one texture.
I'm really happy that Nerrel makes it a point to use GIMP over Photoshop. Makes it for more accessible.
Remember, it's morally correct to pirate Adobe products, but it's even more morally correct to use open-source alternatives instead.
Note for people who do illustration and animation more than photo editing and texture creation: Krita is also open source and free
Nerrel is one of those creators I can just watch and listen to doing shit I'll never even think of attempting.
But the more exposure he gets, the more people who CAN do cool shit like this might see it and get inspired.
Nerrel's texture tutorials make me truly appreciate the amount of work that goes into HD remasters
I can't speak on Gimp, but I REALLY like using Krita as my free Photoshop alternative for drawing. It's got all of the features you could want and then some. The custom brushes are easy to make and use, and I really can't recommend it enough. Just using Krita and a cheap $30-40 drawing tablet has given me some great results so far.
In general its a good art rule of thumb to never over render/complete any single aspect of a piece, it ensures cohesiveness. Its always why breaks, checks, zooming out far away or just standing away from the monitor can help, so that ur brain doesnt turn into mush and loses focus.
Dunno if this would be helpful, but i personally use krita. Its free, open source, auto saves and crash saves. And the ui is pretty customizeable, but i know how annoying it is to have to learn a new program.
Honestly too i think learning the spec/normals route is not only easier but a good foundation, to learn first before pbr. Ive really only seen high budget super realism use pbr and feel it takes away from the art of it all, but im an handdrawn texture art snob.
Krita is so good.
Tux paint for textures fuck yeah
Given that you are working on the fanmade Prime remaster, I'm interested on your take on the Prime remaster visuals
Wait he is? I didn't know that was one of his projects!
I've seen the fan version it looks so sick.
Jumped on here with the unnecessary intention to perhaps add something (department lead, Epic Games/Quixel) but this is honestly just a good breakdown of texturing for pre-PBR systems. I would recommend our by now ancient tool "NDO" (Part of Quixel Suite 2) for normal generation of this style. It may be a bit old and quirky at this point, but its hands down still the best in my opinion and runs straight in PS.
If you are new to this stuff, just know that texturing nowadays is much more constricted to real-world numbers and you can't just go and "make something shinier" in a specular map or brighter in a diffuse/BaseColor map without keeping the restrictions for dielectrics and conductors in mind at all times while also making sure the combination of the two never overstep 1.
Honestly this just me appreciate how much work goes into making texture packs. Very interesting video.
Try Krita.
There's a Godot-based Substance Designer clone that's free and excellent.
It lets you do node-based stuff too.
Edit: yeah I think it was Materialize.
I've got Krita and Rebelle but don't use them much unless something specifically suited to them comes up. I live for danger, they don't crash often enough for me
@@Nerrel It's called Material Maker FYI
8:10 Have you tried Clip Studio Paint? It lets you customize the UI the way you want, including having brush properties (size, opacity, blending mode, color stretch and whatever other properties your custom brushes have) to be displayed at all times.
If you decide to use CSP, they even have a companion controller (that I now cannot draw without it out of how beneficial it is) that works via Bluetooth without any installation required, all the settings are made via the software (but that does limit its usage, as you would third party programs to use it as macros for other programs - you can use other devices as macros instead of the controller, but then again, that also requires third party software to set up).
your brand of subtle dry humor is exactly what I needed right now and if I have to watch a texture tutorial to get it then I gets thats what I'm doing :I
Honestly you should highlight some of the best hd texture packs projects for Dolphin and Citra, it's hard to find high quality projects when it's easier to find the ones using AI upscaling
I have never and will never do any of this. But if it's Nerrel talking I'll watch this video every few months.
I only mod PC games (so no emulators), but this was still helpful! I can apply some of this stuff to the Source Engine for sure.
Thanks for making these texture videos, I won't be using this one as much because the a e s t h e t i c I'm going for in Blender is specifically SEGA Saturn, but the first video is invaluable for me since, BECAUSE I'm going for Saturn, my geometry can't be very complex, so I need to be able to make nice textures that are still readable when compressed to a much lower resolution.
I know this is one year old, but dude, I highly recommend you to learn Blender. I think you would be able to do this way faster and easier there. Tracing the pattern would still be necessary, but instead of white I would do it in black, on a white background. Then export it as an image. Bring that image into Illustrator or Corel Draw and convert it to SVG.
Then you can import that into blender, blender will treat that vector graphic as a 3D object. Then you can add textures, or paint textures on it, like you would do on Gimp. You would be basically recreating that wall in 3D, like a modern game, and bake all that into a texture. Blender will calculate the Normal and displacement maps based on your actual geometry. Color, shadows, highlights and specularity would be based on your textures and how you set up your lighting on the 3D scene, by using either lights or HDRI maps.
There are free addons in Blender that allow you to bake all maps in minutes, because Blender's own texture baking process is a bit cumbersome. I think Blender would save you a lot of time my friend.
Who's here watching just to hear Nerrel talk more? ✋😐
8:08 I'd like to say that for Photoshop, opacity nowadays is always displayed on top, both size and hardness can be adjusted via ALT+ Rightclick and sliding the mouse, and you can also just customize your layout to add the Brush settings window wherever you want and that *can* be docked(Also available by simply pressing F5), Brush Settings containing Size, Hardness, and a ton of settings such as Shape Dynamics, noise and so on. And it's been the case for years. Great video otherwise, very informative!
I'm curious if Nerrel plans on doing another texture pack or wants to continue being the Emulator Avatar (that we all need)
You get a subscribe just for using Open-Source software. I prefer Krita myself, especially for the wrap-around feature which makes tiling textures even easier.
It's amazing to me how I barely understand most of what's going on but still find it entertaining to listen to.
Brb on my way to do this on mario bros 1 because it has like 3 sprites
I don't develop games in any way but Nerrel just makes this so fascinating And entertaining to watch.
There’s so much to do for just one texture that it makes me even more upset that Nintendo hates modding.
Normal maps are one of the most underrated pieces of technology that was really transformative in games from the mid 00's like Splinter Cell: Chaos Theory. I had no idea something like this would even be possible with Dolphin, it would be a fantastic way to add detail to a lot of these older games.
"One of the four people to ever complete a texture pack" You done did good Daddy Nerrel!
See this is all we ask from remasters and remakes. How is it that these big AAA developers are worse at it than the Joe Smole?
I used to make texture mods in an MMO I played. Seeing that funny purpley image brought back memories :') thanks for the helpful video! This is awesome and informative.
Still better than the last jedi
Would it be possible to add normal or bump maps to *any* dolphin game? Or just the few ones who support and use the tech? (like Battalion Wars, Godzilla Destroy all Monsters Melee, or Death Jr.)
I think they need to support per-pixel lighting, and even then it varies by game
Very entertaining and informative. Have you considered making a guide on kissing?
Could help alot of people if you do
YES NORMAL MAPS I LOVE NERREL MAPS
textures are like onions
8:00 When you mention GIMP having better interface, I must add that it also looks like an actual art program from before the minimalism craze. Colored icons with actual shading and semi-realistic shapes makes it SOOO much easier to see where the icon you need is at a first glance. Blender and Photoshop were both better before imo.
Selecting tools in modern programs nowadays can almost feel like opening a pencil case only to find a bunch of tangram pieces.
I'm sure you've gotten this suggestion a dozen times, but if you're looking for an art program that has photoshop's power and range of tools with GIMP's ease of workspace, I really can't recommend Clip Studio Paint enough. It's got everything photoshop has and then some, in particular a lot of masking and layer tools that would be perfect for more modern texture work like this, and it's got a pretty much infinitely customisable workspace. One thing I can promise you off the bat is that it has the brush size slider and a BUNCH of brush options visible immediately in the toolbar just like GIMP does.
How on Earth do video games exist at all? The more I learn about how they're made the more I think "PEOPLE ARE CAPABLE OF DOING THIS?!"
Im a CG artist that has been painting Normal maps manually for like... 15 years or so? You're mostly on the right track. I have some methods that streamline it a bit.
I still do it. I was making fabric and thread maps for a CG Dell Backpack as recently as 2 weeks ago. Ive made like almost 30 of them by now.
There's a shortcut on Photoshop to change your brush size ( and ) and if you own a cheap pen tab like me (wacom intuos 2018) you can easily put a shortcut on your pen tab. Gimp is easily one of the most backward software I've ever touched.
21:31
"smash that dislike button if you don't agree" while pointing completely square at the like button is exactly my type of humor
ME, 10 SECONDS INTO A NERREL VIDEO AND ALREADY LOST:
"ah yes, Materia Maps, i love the final fantasy"
I love you, Nerrel
dude you're incredible. I love your videos so much! I may get back into texture editing now and try some of the tools and techniques you used. I've been drawing/painting digitally for many years and I had no idea wtf you were doing at certain points in the video. XD
I love how even when I have no clue of what's going on, this channel is still funny and entertaining as hell. Nerrel doesn't upload often, but when he does, it's always a treat.
I wish I payed better attention to this video sooner, as someone now making a game that needs hand-painted normal and specular maps
But can I draw with gyro controls?
Hey, where do you find these textures that you can use to put corrosion, bricks or anything on a project?
Fucking love this channel dude
Heeeeeellllll yeah!!!!!
This is the content i originally subscribed for before you became youtube famous and funny!!!!🔥🔥🔥🔥🔥
I can't imagine doing this for multiple textures, modders are insane man.
Thanks Nerrel! I've enjoyed all your texture pack tutorials. An alternative workflow I would suggest if you are doing an entire Texture Mod is to model parts of the texture as 3D objects, use real-time shaders to colorize/detail them, then render it out as a map (diffuse/spec/normal/etc). This moves the complexity of your layer stack into the shaders and keeps it consistent because you can reuse your shaders for different objects. Blender 3D is great for this and it's FOSS like Gimp.
I wasn't too convinced by the Star Fox reskin, probably because of the afore-mentioned emulator shading issues, but the Sky-ville Metroid texture... gah damn it looks good.
As a long time 3D artist myself, you’ve an incredible knowledge and experience in regards to this field. Your results speak for themselves and you are working under harsher restrictions than most new projects. Don’t put yourself down man, you’re more knowledgeable than you give yourself credit for.
I know little of 3D texturing, but the fact I could follow along your explanation seems like a testament to your narration (or nerretion) skills. Great video, and thanks for the information!
Also, I noticed you didn't mention Krita on the "Why use GIMP?" section. It's free as well, has autosave, and it's made as an alternative to Photoshop, so it should have the tools you need. Maybe. Like I said, I don't really know about 3D texturing.
Wonder how his Prime remaster will fare against the official one.
Seeing this makes me realize how hard it is to work on good texturing. You people are doing an amazing work that often goes unoticed...
Awesome
You can change Photoshop brushes size holding Alt key and opacity by pressing keys 1-10. But whatever works for you Nerrel! Great job!
I don't really do much in the way of modding so this is all in one ear and out the other, but like many here, I just like listening to Nerrel explain crud. :)
God, I wish that were me
Is that Phantasmagoria 2 music I hear in the background?
So uh, you took that last bit of art to the bathroom with you right? To further review it?
Please Mr. Nerrel, what is the outro song? I really need it.
Nerrel has emerged from his cave once again to bestow us his knowledge.
I really really hope you do more of these. Not because I want help making textures, I just like hearing you talk about art
That’s it Nerrel, I’m getting the Nintendo ninjas to get you
I appreciate the muffled Tingle noise.
I like your funny words magic man
Anyone else wish he'd upload more often? I know these things take time, the videos are just very entertaining.
I prefer Photoshop for its brush flow. I tried gimp and it’s brush flow is horrendous. I guess it always comes down to what you’re looking for.
I don't know shit about any of this, still gonna watch tho👍
This really creates a lot of respect for texture artists like Henrico Magnifico. Thanks!
Thanks for the romance advice.
I finally got around to playing Majoras Mask with your texture pack, I must commend you on your work. Thank you from the emulation community, the textures are perfect not too much, not too stylized.
Not what I was looking for Abe.