Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / [File Attached] Trouble making seamless textures

Author
Message
That Guy John
14
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 29th Aug 2011 17:39 Edited at: 29th Aug 2011 17:41
Okay, I tried several times last night to post and upload these. So sorry if this is a double or triple post.

I am working on some textures and I cannot for the life of me get them to be seamless. Have been using the clone stamp tool in PS, but still can't get them fine tuned just right.

Any Help?



And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.

Attachments

Login to view attachments
That Guy John
14
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 29th Aug 2011 17:39
[The Files]

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.

Attachments

Login to view attachments
PirateJohn
12
Years of Service
User Offline
Joined: 4th Aug 2011
Location: California
Posted: 29th Aug 2011 18:04
I typically add a small amount of noise to the flat colors then use gaussian blur to make it look like texture. This has the benefit of masking seams as well.
That Guy John
14
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 29th Aug 2011 18:19 Edited at: 29th Aug 2011 18:21
Right now my layer set-up is: (in order top to bottom)

Paint
Plaster Color (67% opacity)
Plaster Base Texture

So you are saying add noise and blur just to my color layer?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
That Guy John
14
Years of Service
User Offline
Joined: 30th Apr 2010
Location: United States
Posted: 29th Aug 2011 18:42 Edited at: 29th Aug 2011 18:44
Okay I messed with it some more.. tried your method of adding noise and blur.. still didn't help much and ended up having to keep playing with the clone stamp.. I think I have it fairly seamless, but I pretty much lost the look I was going for.



And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.

Attachments

Login to view attachments
Oolite
18
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Middle of the West
Posted: 29th Aug 2011 21:39
In photoshop there is a handy little tool I use;
Filters>Other>Offset.
Offset the base texture to the middle of the canvas and then get rid of the seam, usually works for me.

I think the problem you have here is that the pattern is quite recognisable across the board, it needs to be really small so it's not viewable at a distance, but up close you can see the definition, it won't matter about tiling so much when you're up close because you won't be able to see the entire wall it covers.

I'm not sure what this is going to be exported to but it might be best to have a small concrete texture looped across each model and then a much larger grunge pattern across the multiple models which break up the seams in between. This will give the appearance that all of the pieces of the wall are separate, when in fact you are saving memory by only using one, and then mapping them differently.
Hamburger
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 30th Aug 2011 05:35
You could take a base layer image from cgtextures that tiles seamlessly (there are tons of tiling plaster ones) and put that on the base layer.

[/href]
Pincho Paxton
21
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 2nd Sep 2011 03:55 Edited at: 2nd Sep 2011 03:56
Quote: "In photoshop there is a handy little tool I use;
Filters>Other>Offset.
Offset the base texture to the middle of the canvas and then get rid of the seam, usually works for me."


Yeah do what oolite said. Then you put in a negative number at the end to put the texture back where it was.

Login to post a reply

Server time is: 2024-05-08 14:17:03
Your offset time is: 2024-05-08 14:17:03