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Newsletter Issue #3
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Inside This BONUS Issue:
Texture Tutorial - Photos to Textures #1: Eliminating Lens Distortion
Feedback
Win a CarlsArt Texture Library
I Screwed Up - Save %85 on City and Urban Textures CD (no longer available)

 

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.

 

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