Free Photorealistic Grass Texture!
by Brad Reiss · in General Discussion · 08/23/2002 (8:12 am) · 15 replies
The other day I was bored and wanted to do something constructive, so I made a really awesome photorealistic tileable grass texture in Photoshop. I was really surprised at how good it came out. It almost looks like the grass from Halo. Anyway, I wanted to submit it as resource, but I realized that it needs to be perfect first. Do any of you guys mind testing it for me? I don't have the TGE myself, but if those of you who do would test it for me and tell me any flaws, I would greatly appreciate it. In my humble opinion, my texture is a lot better than many of the commercial textures out there, but you can decide for yourself. Right-click the link and choose "Save as"
audiowarehouse.ionichost.com/grass.jpg
audiowarehouse.ionichost.com/grass.jpg
About the author
#2
08/23/2002 (8:22 am)
Darn! I will have to upload it somewhere else.
#3
08/23/2002 (8:25 am)
You can send it to me at btn@aprilaire.com if you'd like. I want to start looking into taking digital images to use too. I have a camera but haven't used it for this yet.
#4
08/23/2002 (8:37 am)
@Sabrecyd: I think I'll write a tutorial for this some time... Making good looking (and I mean really good looking) landscape textures isn't too hard. Taking a photo and converting it to a texture won't give the desired result, starting with a photo you can do, but leaving it uneditted (apart from making it tile), doesn't look good at all.
#5
203.124.230.154/grass.jpg
You don't have to right-click it this time. You can just view it in your browser.
08/23/2002 (8:39 am)
New URL:203.124.230.154/grass.jpg
You don't have to right-click it this time. You can just view it in your browser.
#6
Another thing is the color... its all in one shade of green. This doesn't look too good.. some other colors should be mixed in it too. This is a good base for making other textures tough.
08/23/2002 (8:48 am)
This texture will not work in Torque.. this is a high edtail texture. If you use it for terain texuring in Torque 1 grass leaf (dunno how else to say it in english ;) ) will be as big as a player.Another thing is the color... its all in one shade of green. This doesn't look too good.. some other colors should be mixed in it too. This is a good base for making other textures tough.
#7
@Brad. That worked. I'll try it out this weekend. The image does look very good. I can post a screen shot with it in use Monday if you want me to.
I'll be offline after noon central time. Heading out to Hooter's, then the Badger/Fresno college Football game in Madison.
Edit: didn't notice that at first...512 x 512 image. Some people have a modified engine that supports that, but otherwise I think 256 x 256 is the limit. Of course I can just reduce it to that size and try it out.
08/23/2002 (8:49 am)
@Ward. That would be handy. Like I said, I haven't tried this yet, but was wondering about the process of making a picture/texture tileable. I'm sure even a really good picture can look like crap if it's not edited well (like you mentioned).@Brad. That worked. I'll try it out this weekend. The image does look very good. I can post a screen shot with it in use Monday if you want me to.
I'll be offline after noon central time. Heading out to Hooter's, then the Badger/Fresno college Football game in Madison.
Edit: didn't notice that at first...512 x 512 image. Some people have a modified engine that supports that, but otherwise I think 256 x 256 is the limit. Of course I can just reduce it to that size and try it out.
#8
08/23/2002 (8:51 am)
Is there any way to make it low-detail so that it could be used for terrain? Also, you could still use it to texture flat surfaces, right?
#9
08/23/2002 (9:06 am)
I dropped it to a 256 x 256 size jpg image and got the file size to 21KB and it looks the same. That should be useable. The original was 456KB, that is a little too big is size. I'm pretty sure that would drag the engine down.
#10
08/23/2002 (9:20 am)
Thank you for making the needed improvements!
#11
08/23/2002 (9:27 am)
I sent the file to your listed email address if you want to post it or just take a look at it.
#12
I sent you a screenshot with the 256 x 256 grass texture. I think the problem is the texture gets stretched out in places. Like the close bottom part of the shot. In the background there's some spots where it looks pretty good. So maybe like you said, it could be used on some areas. I just textured the whole map with it. "Painting" it on a few specific areas could work.
Anyway, just thought you'd want to see it.
08/26/2002 (5:29 am)
Brad,I sent you a screenshot with the 256 x 256 grass texture. I think the problem is the texture gets stretched out in places. Like the close bottom part of the shot. In the background there's some spots where it looks pretty good. So maybe like you said, it could be used on some areas. I just textured the whole map with it. "Painting" it on a few specific areas could work.
Anyway, just thought you'd want to see it.
#13
08/26/2002 (5:49 am)
That's exactly what I said! The scale is too big.. I wasn't talking about the size of the image... the texture has the wrong scale. It should look like grass look at from a distance of at least 10 meters to look good ingame. You made a close up texture.
#14
08/26/2002 (6:05 am)
yep, you were right. 10 meters is a good distance? I'll have to remember that.
#15
(Thanks to Ward for suggesting this route to me, when working on a T2 mod i posted a screeny for)
My point being DL RW and then use that to fine tune your work for TGE, it may not do the whole testing thing for ya, but i think it will.
Now back to the problem of %slots for choosing the the new weapon i got into RW.
08/27/2002 (1:01 pm)
You said you didnt have TGE to test this texture, (and other work probably), you can simply download Realm Wars and use the the editor from that to test your work, I also dont have TGE but i am still doing some heavy work on RW for a Mod im creating, just how much will be possible until i hit the "damn i need the source to do this scenerio" im not sure, but i have managed to do some quite exstensive addons useing the provided scripting language and the tools in RW.(Thanks to Ward for suggesting this route to me, when working on a T2 mod i posted a screeny for)
My point being DL RW and then use that to fine tune your work for TGE, it may not do the whole testing thing for ya, but i think it will.
Now back to the problem of %slots for choosing the the new weapon i got into RW.
Torque Owner Sabrecyd