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Photos
To Textures - Part 1
Eliminating Lens Distortion
The
Camera
Many texture
maps are derived from real world textures. That means that
a good texture starts with a good photo and good camera.
When
I first started producing textures, for my own 3D work, I
had an Olympus D360L digital camera. Although it's 1.3 Megapixels
(1280x960 pixels), might be an adequate final resolution for
most textures, it's generally best to be able to shoot at
1.5 to 2 times the resolution you'll need for the final product.
This allows for some cropping and processing, while maintaining
quality.
Olympus
D360-L |
Nikon
Coolpix-995 |

Photo taken with D360L showing
Lens distortion |
Taken
with Nikon at full wide angle showing similar distortion |
Correctly
taken raw image |
Result-
a crisp, detailed tile which adds realism to your scenes |
The lens
of the D360 is small, and is of fixed focal length. It's permanent
setting is that of a slight wide-angle, and exhibited some
lens distortion. Olympus provided a filter which actually
corrected this distortion as a part of their Camedia software,
however, the edges of the photo would show some signs of fuzziness,
lowering the quality of the photo, and making it especially
difficult to turn into a seamless tile.
Nowadays,
I use a Nikon Coolpix 995. This camera is wonderful. It's
resolution is 3.3 Megapixels (2048x1536), which gives plenty
of lattitude if you need to crop the image, as you'll still
end up with a high resolution final result. It's got a much
larger and higher quality lens, which provides crystal clear
shots from edge to edge.No
lens is perfect, and that goes for the Coolpix 995's as well.
This lens shows distortion at both ends of the zoom spectrum.
At full wide angle setting, square objects bow outward, as
in the photos below. At full zoom, there is a negative bowing,
and the lines pull inward towards the center.
Neither
of these zoom settings is adequate for creating a seamless
tile. However, when the zoom is set exactly in the center
of the range, this distortion disappears, and square objects
once again appear square. When taking photos of objects that
need to tile seamlessly (bricks, floor tiles, windows, doors,
etc), it's critcal that the distortion is corrected in the
camera by finding the correct zoom setting. Otherwise, it
will be virtually impossible to create a clean, seamless tile.
If you've
got lots of legacy raw images that you need to turn into textures,
then it may be of use to pick up a 3rd party Photoshop plug-in
that specializes in fixing lens defects. Andromeda's Lens
Doctor does a decent job, and can be incorporated into
a Photoshop action to help you automate the process.
I took
this photo incorrectly on purpose to show you how even having
an expensive camera won't help you if you don't do a little
testing and calibration first. Although I can easily fix the
color and perspective (I'll cover those topics in the next
few lessons), fixing the lens distortion is much more difficult.
However,
it's my philosophy that if you can re-take the shot, do it.
It will be much easier to work into a useable texture if you
are dealing with an image with no lens distortion to start
with.
Correctly
Taken Raw Photo with Finished Seamless Tile
Shown
at right is an example of a correctly taken raw photo. I
took this in New York City while I was on the road working
on my first Texture CD, City and
Urban Exteriors. As with all the textures on this CD,
I did my best to take the best photo possible from the start.
When possible, always take photos straight on, perpendicular
to the surface, being sure to have your zoom set to eliminate
lens distortion.
This
photo was nearly perfect to start, and only needed minimal
color correction, no perspective correction, and ended up
as a very nice, high-quality tile.
Bonus
Texture
Right
click the finished texture to the left and save image to
your system. This is a usable, 256 pixel seamless tile.
Don't worry - you'll continue to get full resolution free
textures every month, with bump maps, this one is extra.
The high resolution version of this New York City building
texture can be found on the CD,
"City and Urban Exteriors", along with over
200 more high quality, high resolution seamless tiles, textures
with which to build an entire city, with matching bump maps.
Note:
Save $100 of "City and Urban Exteriors" texture
CD (only $47 while supplies last). I admit, I screwed
up on this lot. So, I'm giving you, my loyal newsletter
subscriber, the deal of a lifetime. I made a slight error
when pressing the first run of CDs, and it turns out the
HTML graphical guide doesn't work for MAC users
on these CDs because the filenames all have greater than
8 characters. All textures are 100% usable, it's just
that MAC users can't use my custom graphical browser (many
don't use this anyway, they use their OS to browse the
files). For PC users, the CD is 100% functional, it's
just like the $147 version. Due to my screw up, I'm letting
this lot go for only $47 each, and once they run out,
the price goes back up to $147.
|
This
offer is NO LONGER AVAILABLE |
Keep
a lookout for these tutorials, coming to your mailbox very
soon:
-
How
to hand craft realistic bump maps
-
Using
alpha channels vs. transparency maps
-
Creating
Textures: Color Correction
-
Creating
Textures: Perspective Correction
-
Making
your textures seamless
-
And
many more...
Until
next time...
Carl
Feedback
Your
feedback is critical, as it tells me what I can do to continue
providing you with high-quality, free content you can really
use. Did you find this tutorial useful? Was it too advanced,
too simple, or just right? What would you like to see here
next? Send your ideas to me at carl@carlsart.com.
How
to get 246 High-Resolution Textures for Free
Just
send me your best 2D or 3D art.
Each
month the winner will receive the CarlsArt paidtexture CD
of their choice,
worth $147.
Simply
send your 100K or less (640 pixels wide or less) image to
me at carl@carlsart.com,
to be entered to win. Provide a brief summary of how you
accomplished the image, what software or special techniquesyou
may have used, etc.
Your
image will be seen by literally thousands of 2D and 3D professionals.
Be sure to include your web address if you'd like a link
to your site.
Copyright
(c) 1996 - 2002 by CarlsArt
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