Designing Beautiful, Seamless Textures Part 1 - Wood | Theo Tucker | Skillshare
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Designing Beautiful, Seamless Textures Part 1 - Wood

teacher avatar Theo Tucker, Artist - Web Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:26

    • 2.

      Setting Up Photoshop

      4:01

    • 3.

      Reference Images And Getting Started

      4:51

    • 4.

      Adding Details

      2:32

    • 5.

      Tiling and Sectioning

      8:50

    • 6.

      Light and Shadow

      5:25

    • 7.

      Creating a Minecraft Texture Pack

      3:58

    • 8.

      Viewing Your Texture In Game

      3:32

    • 9.

      Project

      1:41

    • 10.

      Final Thoughts

      1:00

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About This Class

Welcome to my course on how to design amazing seamless textures with no understanding of how to do so!

This course is for anyone who wants to try their hand at designing voxel-style textures that utilize low resolutions. I will also show you how to view your texture in Minecraft as a way of seeing it repeated in-game, allowing you to see if it needs anything else doing before it is sold or used.

There are many different ways you can benefit from this course, including:

- Selling textures on online marketplaces for some passive income.

- Being able to create your own Minecraft mods or texture packs.

- Creating personalized wallpapers.

Please join me over the next 40 minutes as I show you how to develop an amazing skill give you the opportunity to further develop your own art style.

I will be completing this course using Photoshop but you can follow along using Procreate, Affinity or any other painting software. In addition, I will be using a Wacom One drawing tablet for this course, but that is not essential and I started out creating these textures with a keyboard and mouse.

This is the first course in a series looking at different materials - stay tuned for the next installment!

Meet Your Teacher

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Theo Tucker

Artist - Web Designer

Teacher

Hello, I'm Theo and I am a art and tech enthusiast. I work with Minecraft mod developers to create beautiful textures for their mods and also sell textures online.

My courses are designed to quickly get you to a stage where you feel confident designing and allow you to take control of where you want to take your new skills. I believe anyone can sit down and follow one of my courses with no art experience or software experience and create an amazing piece of art!

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Level: Beginner

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Transcripts

1. Introduction: Hi everyone. My name is Theo and I am a volunteer texture artists and some months for Minecraft. And I just wanted to go through this course on how to create your own textures. So this doesn't need to just be for like Minecraft texture packs or resource packs or making mouth's. It's also really useful if you want to make some income on the side by designing and selling textures to game designers on online marketplaces. Or if you just want to do it for fun, there's something to do in the spare time, which is how I started off with this. So you'll be learning how to create would textures like this. And I've got a few examples of some different textures that I've done and will be going straight through every single step. How to get from a block color, adding textures, and adding the different colors, the different values, adding different patterns in sunlight. This one's a braid Parquet style evil safeguards like these. More wooden planks. And it'll just be going through every single step, adding light and shadow, adding more texture to it than you could get from that, say, 16 by 16 texture. And it's just a really fun way to spend time. And you can see if you do play Minecraft, creating your syntax just has a really satisfying feeling. So each of the videos, we'll just go through a really small step of it. And hopefully by the end, you will have your own texture that you can use. And I'll show you how to put it onto Minecraft as a good way of visualizing it. Because even if you don't play Minecraft, I find it's really good to see it repeated so you can place the blocks and next to each other and see how you have managed to create a seamless free tool texture. Obviously, these skills can then be transferred out more detailed, larger resolution textures. But for now I think it's really nice to start off with a low tech, low density texture. So the first video, we're just going to be going through getting some textures onto the screen before trying to, and she made a repeatable texture. 2. Setting Up Photoshop: Right, so in this video, we're just gonna go through setting up phase of how to get to your project ready to be able to start creating a texture. Now, just show physical hardware. You don't need anything other than a keyboard and mouse. I started off just using a keyboard and some of the textures that I showed you before, we use just using a mouse and a keyboard, but I now use a drawing tablet. And that can be useful. And I have noticed an improvement, but it's not at all necessary. Don't worry about it if you're just getting started and don't want to invest in that, you can definitely just use a keyboard, a mass. So using Photoshop, you want to go to File New and we will create a new document. So you want to set it up like this one I have here C, You want the width and the height to both be 32 pixels. This is the best for learning, as I said in the previous video, it's a lot better to have a detailed texture that you can play as one of your own rather than one that isn't quite as detailed. And resolution are normally to 200 pixels per inch. But once it's like that, if you click Create and just zoom in, this is our canvas. Now there are a few things with Photoshop, you need to make sure you've got setup. So firstly, if you go over here, you're going to see the pencil brush. We click on that. You can want to look up in the top left corner to where there will be a number. Third thing across from the left. If you click on that, you want the size to be right down at one pixel. That means that we will be editing just one pixel at a time like this. Next, you want to make sure that your capacity is currently on 100%. This will be changing as we are texture, we're going to be reducing the capacity. So we can get a more detailed texture. If you're using a drawing tablet, you want to make sure that this option here is selected and this uses pressure for capacity. So that means even with your pasty lowered, you can reduce it still three pressure if you're using a drawing tablet. Now it's really useful everywhere to make sure you've got the color swatch, nice and big. Because this means that you can quite easily make subtle changes to the color and keep painting your texture. Now one of the important things as well is that you need to have these rulers on the side. So if you go to View, you can see extras and rulers. You want to make sure that rule is enabled. And any extras, I use smart guides as a way to create more uniform textures. And snap. I have all of them turned on. Doesn't necessarily make a difference when you're using smaller textures, but it makes a big difference when you are doing more detailed ones. Now what this allows you to do, use these guides here. And if you track them out, say click and drag from the ruler, you can then hold shift, and this will lock it to each individual pixel. Is this is a good way. If we're doing 32, We want to be half across, which is 16 pixels, and we know exactly where halfway is. So that's pretty much how your document should be set outs and how photoshop should be laid out. And now we'll go on to actually starting to create a really basic texture for somewhat. 3. Reference Images And Getting Started: All right, so before we start making a texture, it's always best to find a reference image for a actual wood that we are going to be copying. So I've decided I want to use a pine words and I find this nice image here that I think would be great to turn into a texture. So you can get some softwares that allows you to have a reference board sort of kept in the bottom corner. But I like importing it into Photoshop directly because it allows me to pick colors from it. And that allows me to get a more accurate representation of Watson creating. So I don't have to guess what colors I can pick a colored straight from the photograph and the reference photograph. So to do this, you find an image that you weren't like this. And you want to right-click and copy image. And then go back onto Photoshop. Go up to the top left File, New. And for the size of the document. This option here should be for clipboard, which will be a document exactly the size of the photographs you've just copied. If you click Create and then do Control V on a PC or Command V on a Mac. You'll have the image just that. Now what's great about Photoshop is I can now click and drag down. And if I let go, it will re-size it to the size of the document. I can then move this over here. And even when I'm clicking on here, this will always stay in the bottom corner. And what that allows me to do is pick colors from it without having to constantly tab in and out of different software. So to start off with, we want to make sure our capacity is on 100%. And we're going to look down at this, told you inherited it, click on it. And I'm going to hold Alt to bring up the eye dropper tool. And I'm just gonna pick a relatively medium colors and not really dark and not really lies in orange. So as we're coloring the middle, so somewhere around there. Now I've got that color saved. I can go over here to the tool here, which is the paint bucket. You can click on that and click to fail. Now that there is the base color that we're gonna be working from. Now. It might look completely unlike would, but the color will turn into a really good texture. So what we can do is you can then instead of sampling a color from here, we're gonna go up here and we're just gonna make it a little bit more towards white. So somewhere around that, maybe a little bit. And then we're gonna go over here and select the pencil tool again. And we're gonna change the capacity and normally start off with, I change it down to about 20%. This is really good first or getting the first taste of texture onto the page. So what we can do now is we can just start drawing some lines on and then don't all have to be uniform. But just start putting lines sort of very lightly across the entire document. Some of them can be a little bit stronger than the others, but we're just trying to get a favorite texture onto the entire document like psi. Now, what we're going to do is we are now going to give back down. We're gonna go into bit darker, less time. I'm gonna do the same thing. We're just going to put similar texture in. And this isn't meant yet to look at all like the reference image. But we're just using different colours, different pressure, and just creating something a little bit less bland. And obviously all of this going in the same direction. But if it were supposed to do something like this, where they're going some going left to right and going up and down in grain. Then that'll be rectified later on. 4. Adding Details: Right, so now we've got something that vaguely resembles a texture. We really want to make it look a bit more like wood. So what we can do is we can start using very near black. And just so of bringing in not all over is very sparingly vertical lines. Especially in areas if you can see a specific area that hasn't gotten much detail to work. Let's try adding a little bit of line art. And event only to be a 100% vertical. We can very lightly creates some that are attributes of an angle. You didn't morphing natural fail. But really your end aim for this section is to just have something that doesn't look plane. It looks natural. Obviously not Rayleigh detail, because we're not working on a really high resolution. But we can start adding a bit of light out of just. And again, again, I prefer working with vertical lines. But what we're doing is we're ending up with a grain that looks fairly light Word. And we can go in and edit it once where I suffered the stage. But for now, it's a really basic texture. And that texture, you can fiddle around with it, give it a bit more contrast, give it a bit more color. You can change your qB alone. Haha, for a slightly different effect. A bit more of a lighter or darker hue. But really we're just changing the tenants and the shades until we get something that we would think looks fairly like would obviously it can be changed in the future stages to be more and more realistic. But for now, that's really good stage. 5. Tiling and Sectioning: Right, so now we're ready to start turning it into a wooden object. So whether that is a parquet tile or some Planck's. Now, for this one, we're going to use planks. And we can either do it horizontally or vertically. I like doing horizontal plants. So what I'm going to do is to fuse the grain is vertical at the moment. And this is gonna go up to image, image rotation and 90 degrees clockwise. Now this is going to do is this is gonna give us a grain going from left to right instead. And now we can start separating it out into area. So this is where the guides come in. We're going to go up to the top. And on this road we're going to click and drag down and hold shift until around 16 pixels. And we're going to let go. And we're going to split each of them up into 824 until you get something that looks like that. Now, I'm going to take the left-hand rule, will interact gets along 16 pixels and we're going to let go. And this is now split up our canvas. Now we can start putting the texture for the joints between the different slats on. So I like to do is I'd like to take a darker texture here. And I'm going to turn the capacitate all the way up to a 100. Now an important thing to remember here is that where if you do one, a line just here, you don't need to do one just here. And just here. You only need to do them after. So imagine there is a line there as well. Underline there. You don't need those. You're in if you're doing afterwards, you where you need them after each of them. So you don't need one at the bottom. If you do one at the bottom, you actually need it about above each of the lines, and therefore you don't need one at the top. So it's really important that when you're doing it, you remember that this is going to be tiled. And if you have one at the top, you don't need one at the bottom. So the best grant doing this is to hot click and then hold shift and draw a perfectly vertical line. Then what you want to stage, just repeat that. For every single like Planck. And then for the vertical joints, you want to do two of them at the start and two of them in the middle, like psi. Now we can go to View and click Clear Guides. Now, we've got the basic outline for each of the Slaps. So now we've got that, we're going to start adding a bit more detailing. So I've decided that I wasn't this darker brown, which means this orange color is going to become a little bit more like this darker brown over here. So I'm going to use that and I'm going to use a lower capacity that a 100% but higher than I did before. And I'm just going to start bringing in some horizontal lines. Like side. Notice I'm still doing it rarely lie. I still want the detail from beneath it. But it's giving it a bit more texture. And we're going to repeat this for each of them. They don't all have to look identical in reality, different slots next to each other would look different. But you want to have them consistent enough, say when they tile, especially ones like this here. When this one ends and this one begins, they want to look close enough so they look like the same tile. The endgame, if any seamless tiling pattern is to ensure that no one is able to distinguish where warm these patterns ends. And the next one begins. To bring these lines across some areas. I might draw some more to give it a bit darker feel. I'm really just going slowly. And areas like this where it's far too dark will be fixed later on when you're just fixing the final beds. But we're really just getting slowly but surely towards the final product. And now can they guy? And I'm gonna attend the capacity up little bit more. And I'm going to go for really reddish brown. And I'd say OK, that I'm deviating slightly away from the reference image. You never any wont to a 100% copy something. It's nice when you're starting off to have it. So take care to remember if you're changing the color effects because you want this outline color to remain fairly consistent. But know that it doesn't matter in this end of the tile. And this end of the tile looks slightly different because they are meant to be lots of different tiles. Or you need to remember is you don't want any area that's to say it doesn't stand out too much because it will repeat. So if I did this a really dark in this area, it might look ok and one repeat. But if on every single block there is that exact texture, it's going to be fairly obvious that it's repeats it. As I say, it's just about taking your time and guessing as extra that you're happy with. You can even go for some slightly lighter colors just in moderation. Remember that everything at one end will be on the other end as well when it's repeated. So it has to remain fairly consistent along that. So when you happy with it, you can move on to the next stage. But between now and the next video, I'm just gonna make a few alterations. And by the time you see it, it will hopefully look a little bit better. I'm not doing anything different torture had been doing. Now. I'm just keep reapplying, adding more detail, changing colors until I'm happy with it. 6. Light and Shadow: Right, so I hope you're now at the stage where you're happy with that. So what we're gonna do is we're just gonna clear up these edges to start off with. So I'm going to use out, and I'm going to press can click in the color that I originally wanted and the attending capacity backup. And it's gonna vary quite clay. Redefine the outline. Now one thing that is quite useful to do is around the edge of the line. Use the outline color as a way of adding a bit more flow to it, because obviously the colors match a little bit more. But now what we really want to do is we want to add some litres of shadow. So awesome gonna do. And I'm going to select pure black. And I'm just gonna say on the past Tiana on how good balance. I think that's a little bit too dark. So I'm just gonna change the capacity. And maybe that's a bit too. And I just want to keep changing it until you're happy. Say if we pay for that there. That's perfect. So what you want to do is you want to select which sides you want the light to be coming from. Is it coming from over here, or over here, or over here, or over here? He wants to pick a corner because you do two lines for lies into landscape dark. So I've decided that my life is coming from up here. So that means all shadow is going to be on the top and on the right. So I'm going to just draw a dashed line across the top. And it's an online downside. I might want to go over that again. But I think that looks good. Now for ones where the tile is split up, you want to remember that when it's tech tiled, only the right will be dark. So you don't do the right of this one because that there will be sat halfway across the tile. You want to do it just allow correctly like that. And hopefully you should start seeing, look a lot more 3D than it was before. And in areas sometimes, sometimes like there she'll say is that it's a bit too light, does keep clicking on it until it balances out quite nicely. And now we're going to do the same, but with whites. Now, white always needs a much lower capacity. Typically only around 4%. Just to create a lightness to it. Say what we're gonna do is we're gonna do the opposite. And we're gonna do down and across. And I want to do that's a few times, is to build up a color. Remember here that because this is only happening on the left, you don't do it, just haha, you do it to crust the buzzer. Science. And then only Damn this. Repeat. And they say, I've made this just here. The ibex that needed on dark down that side. So what I'm gonna do is I'm just going to do all of this normally. But, and this is actually quite good if you do make a mistake, best thing is to do is go up here and just sample the surrounding area. And what that does is it's really good to allow sheet to just cover up any mistakes you might possibly make. Everybody makes them, it's not a problem. And then repeat the process back down with a low capacity, right? Whites. And just repeat the same thing. Now hopefully, you'll have something that resembles, something similar to that texture that, and that is a really nice 32 by 32 pixel texture. Now in the next video, I'm going to show you how you can show that I am in Minecraft as that's the best way I think of visualizing them. You don't have to do that. You don't even have to watch that video. You can just leave it that ratio texture. But I think that's a really good way of being able to see your texture. In reality. 7. Creating a Minecraft Texture Pack: Okay, so this is the final stage. Now, this is completely optional, but I find that because most of these textures will end up being used in games, is quite useful to see what it would look like within a game. So I'm going to presume that if you want to view them repeated in Minecraft, you already have minecraft installed. I am gains Vz into 1.12.2 version. But it doesn't matter which version you use. Just some thing in this file will be slightly different. So what we're going to do is we're going to create a resource pack that changes the texture of one of the blocks from the Minecraft default to our new well, see you want to create a folder. It doesn't matter what it's called. And within it, you want to folder called assets, all lowercase. And I thought file called pack MOOC matter. Now this can be made by right-clicking and going to new text document and renaming the how thing, lowercase hack dot MCM, eeta. Now within this file, this is what you need to type in sinus lethal upon the screen. But the only change will be as if you need, if you're using a different version of Minecraft, you need to check what be appropriate to pack formats as if you're using 1.12.2, it's three. So once you've got this in there and saved, we can work on the actual folders, say within assets, that needs to be a folder called Minecraft. And within that folder, you need a Textures folder. Then within that folder as the final folder called blocks. Within blocks is where the file will go. If you are using a different version of Minecraft, this may be slightly different. You will have to check. There's plenty of YouTube videos, for example, on how to create your own resource pack. I'm just going through it the way that I would do it. So within this folder, this is where a textual go to replace one of the defaults Minecraft textures. So what you want to do is go back onto Photoshop. So we can now go and put this texture in that texture packed. So click file, export, Quick Export as PN j. Are then going to navigate to where our folder was and go right down to the furthest you can go. And then you want to save it. Now you have to save events exactly the name of an existing block within Minecraft. So I'm going to replace spurious planks with this texture so that if you want to do the same, it is just planks, underscore, spruce dot PNG, and click Save. Now, when you get wreck in that will be located within there, we can then have a backup to our main folder. Said this is what we see. What we can do now is select all of this. Right-click and send to compressed zipped folder. And we can call that whatever we want. I'm going to call it extra dot set. 8. Viewing Your Texture In Game: Right, say now we have compiled our resource pack. We can now put this into Minecraft. So if you haven't got to 1.12 coins to installation already, just to installations. Hit new name. It changed the version down to 1.12.2. And click Create. Otherwise. Make sure you've got the 12.2 or whatever version you've designed the resource pack four and apply. What we're going to do is once this is loaded up, we're going to put our texture pack. It. Okay? So you're gonna get to options, resource box, open resource platform older. This is now going to bring up the folder that we need to drag our texture prag into. So make sure that your zip folder that has your texture in it is now in the resource packs folder. We can then go back down here and go back in. And you will find that your resource pack has now page. So we click this arrow and click down. And it will pause for a second. And then we can go and go into single player and creates a new world or load up another one. And what you should now find is if you click a, I replaced spurious which planets with my texture. So that's what I'm going to take. And as you can say, this is the texture in Minecraft map. So this is a really good way of visualizing what the asset would look like in a game, whether it's Minecraft or whether you are intending on selling it for people to use in other games. But this is the best way for you to be able to see that if you were interested in creating a Minecraft resource pack, you can follow the same basic procedure we've gone through today, but with different blocks, different names. Say if you want to destroy, replace a different block when you're creating the file. You could just in assets, Minecraft, textures, blocks, just named Lance, something different. So that's the basic way of being able to see your textures. And hopefully you've now got a better idea on how to create semi realistic, but still with that nice. So voxel style and texture in Photoshop relatively quickly. And you can go away and practice and get better. And there are many different things you can do with this skill from selling the actual textures, making resource packs, rarely Anna thing. It's already good scale and it's a really good introduction into it's because it's not detailed enough for it to take a lot of scale is just more practice. 9. Project: As your project, I thought it would be quite good for you to get some more practice with different colors, different combinations of light and shadow. And I think that I'd be really good by utilizing this hair. I found a collage of different wood types. And I'd like you to just pick a couple. You can do as many as you like, but maybe one or two and really focus on using it as a reference for your texture. So what I'm looking for Rarely isn't to be exactly the same. Obviously lots of these don't have any tile to them whatsoever. But maybe using some of the colors, taking influence from maybe the different knots in the word or the different lines, the Tamara. And sort of taking the colors and turning it into a wooden repeatable pattern that looks fairly similar to the wood type that you're using, but obviously not identical. If you'd like to post either a copy of the texture or maybe the texture in Minecraft or in another game. If you've decided to see what it would look like, that would be great. And I'm sure all of us would love to say what you've managed to create using influence from any of these images. If you decide to then do some from your own research, we'd all love to see them as well. And it would be really good for the community to share tips and tricks on how they've managed to get different styles. 10. Final Thoughts: Now that you've successfully completed the part one of this series, which is would design. I'd love you to join me in the next part where I'd be looking at designing metals. So that we'll be focusing more on blocks rather than a pattern. But there's the possibility of the CTUs panels of muscle and I'm sure that we can go through that. But it's very important to continue practicing not only words, but looking through with different textures. So any kind of glass or ceramic, anything that you're interested in, maybe doing some patterns that repeats. But for the next video we'll be looking at metals and I'd love it if you joined me when we went through how to give them the same kind of realistic field that we've managed to get word in this lesson.