Rock Wall
Note: This isn’t really a tutorial and I’m not a texture guru, I’m just charting my progress during my development for anyone who’s interested in following along.
. . .
I really like the “Gor” texture set included with Sauerbraten. The rock face textures are particularly good. They don’t fit into every situation though, so I’m trying my hand at extending the set.
This particular texture I’ve been using for the base of a mountain, but tiling it all over the mountain gets repetitive fast. I wanted something similar but less grassy for the higher reaches, so here’s what I’ve tried to get that.
Here’s the original Gor texture (resized for fair usage on my blog here).
Source 1:

And here’s a beautiful section of rock I found on Flickr, taken my Bill Barber.
So the idea is to take the second rock face and make it look as though it’s from the same mountain as the first. I cut out a square of reasonably flat space and applied the “Match Color” adjustment in Photoshop, using the Gor texture as the source:
Step 1 (Match Color):

Next, I flattened out the Gor texture as much as possible, basically by blending an offset of itself and tried to remove as much of the grass as possible. Not a useful texture on it’s own, but works for my blending the two together.
Step 2 (Flatten Source 1):

I altered Source 2 a bit to allow for better tiling, I won’t go into detail on that part, basically offset and brush work. The next step though, was to get a bit of the lichen from Source 1, so I fiddled with blends until I was satisfied. Finally I adjusted for contrast and here’s the resulting texture:
Results (after blend and adjust):

Once my texture set is complete for this project, I will release a full resolution set under a Creative Commons license. For now, realize that this particular texture includes elements from the two textures above and is subject to their related licenses.



It looks pretty good. If you’re looking for reference pictures, cgtextures.com and Mayang.com have some great stuff. I’ve worked with their textures for years when I do game art (which I do for work). You always have to fudge things, either for tileability or visual appeal, but having a set of stock photos of rock for overlays and texture helps get you up and running quickly.