I definitely needed this tut!!! I always wanted to do one but never took the time to really dive into Aseprite. You have a real knack for streamlining the processes involved. Bravo. Suggestion for the next video: exporting to correct palette. Wonder where the "fapping-and-slander" channel is?
@Slipseer3 жыл бұрын
The darkest recesses of the Netherworld.
@ebaender04513 жыл бұрын
This is great, looking forward to more texturing videos!
@strangecorgi29033 жыл бұрын
This is awesome because I could apply it to Quake or a Unity project! The possibilities are endless! I WANT AESPRITE!
@garvador4 ай бұрын
I would love to have more tutorials with textures like this. Great job
@eleevo Жыл бұрын
what a perfect video, exactly what i was looking for
@Immorpher3 жыл бұрын
Nice work! I use blending modes as well when I shrink large textures. Basically choosing what I want from "nearest neighbor" and "bicubic". Whether I want the highlights or the darks having the softer bicubic look or not.
@krzykyle2 жыл бұрын
Wow really well done! I had no idea where to begin with making textures and your tutorial does such an amazing job of stepping you through it.
@NON_Navi2 жыл бұрын
you can also use Material Maker(MIT license) to make textures, there is a Palettize node to make the texture use the palette provided, in this case Quake's Palette.
@dmitri81172 жыл бұрын
Man this is such an awesome video. I'd love to see more videos about making other textures in Aseprite, wood patterns, liquids, etc.
@morganlak43372 жыл бұрын
I hate to shill Photoshop, but a good feature that ties into this is Layer Styles. outer glow, bevel, stroke etc are so helpful for making textures
@druidkey1449 Жыл бұрын
pro gamer tip: it's never unethical to pirate an adobe product
@jamatlock2 жыл бұрын
Now, if only Makkon would make a texture tutorial for KZbin.
@wedge_one3 жыл бұрын
Pretty interesting and nice timing. I just got Aseprite to try it out. I'm also curious about making these kinds of old-school-retro-shooter textures on Substance Designer due to its procedural nature.
@Monster1100sForum2 жыл бұрын
Thanks for your great teaching...
@ShadesMan3 жыл бұрын
Interesting, very informative!
@bondo532 Жыл бұрын
this is a masterpiece
@emirhansahin49228 ай бұрын
This video is awesome you help me a lot.
@juanmilanese3 жыл бұрын
Amazing. More of these please!
@dnajlwosqkdasjczdbkahdwcs5 ай бұрын
Thank you so much for the download link. All the palette presets in Aseprite (other than perhaps the default one) are ASS.
@DJwhatever12343 жыл бұрын
great job!
@KillPixelGames3 жыл бұрын
noice
@NoBody-pf2nv2 жыл бұрын
8:09 What hotkey did you use to perform the same operation on the highlight layer? Seems like a huge time saver!
@stickflip43083 жыл бұрын
good shit, seems ez enough
@GeoffintheGarage Жыл бұрын
Great tutorial. I followed along and made a floor texture I want to add to my map, but I can't for the life of me figure out how to successfully get it from Aseprite into Trenchbroom. I've tried variations of tga/png/bmp/jpg to .wad using TexMex and the quaketools scripts, but no luck. Any thoughts or recommended tutorials on how to do this?
@Slipseer Жыл бұрын
I use Wally to make texture wads by importing BMPs. Texmex doesn't work properly on my system for that. You can check it out here kzbin.info/www/bejne/rHvdmZScgdykoM0
@GeoffintheGarage Жыл бұрын
@@Slipseer Thanks for the recommendation! Lots of good resources in here!
@johnchester9380 Жыл бұрын
@@Slipseer Great tutorial. When I go and save it as a BMP or PNG the image keeps saving as a 32-bit image instead of 8-bit. I'm using the Quake 1 palette (256 colors) and made sure to stay within that palette (using 19 colors). How do I get it to lock to 8-bit in Aseprite? .wad's will not take 32-bit. Thanks!
@Slipseer Жыл бұрын
@@johnchester9380 Wally should automatically index any images that aren't, but in any case, you can set your Color Mode to Indexed under the Sprite dropdown at the top bar to do this.
@johnchester9380 Жыл бұрын
@@Slipseer So following your tutorial (starting with RGB), finishing the texture, then switching to Index really messes up the image when I save it. Looks as if it removed all blurring and overlay technique. When I attempt to open the 32-bit image in Wally I get a 'Compression Not Supported. Supported compression is BI_RGB'. Hmmm. What steps do you take to save? Did you change yours to Index after this tutorial? Thanks for your help!
@browndog1710633 жыл бұрын
Any more tutes using Aesprite coming up ?
@techpriest4787 Жыл бұрын
Why not use Substance Painter? PBR's color/albedo channel seems to be useful without the other channels and in non PBR renderers? Oddly those that I saw had depth information more than usual and did not need normal maps. Either way though one can bake so combine PBR channels. Seems way more productive to use exciting material libraries too.
@Slipseer Жыл бұрын
Several reasons. -Substance is an expensive piece of software that not everyone has access to. -I haven't quite seen any SD textures that replicate the feel of id1 textures -I believe making bespoke textures is a better practice than making a simple flat and stamping X number of brick shapes into it. You end up with much nicer looking maps. This defeats the purpose of procedural textures. This is a pretty old tutorial and I've improved a lot since this, I may make a more advanced tutorial in the future.