Thursday 17 April 2014

BA3: Tileable Texture Research

Creating Tileable Textures for use on models created in Maya is a skill in itself, and something every 3D modeler will have to do to make their models effective in a Games Engine. There are a number of ways to create a tileable texture, but for the sake of this project I will be looking at only one method that I have found on tutsplus.com posted by Collis Ta'eed.

This particular method uses Photoshop and Collis says "So to turn that photo into a tiled background we need to first remove any irregularities, and the make the edges blend into each other". The first step involves getting rid of the darkened edges of an image using the Crop Tool, as shown below. This step can be skipped if the edges aren't as dark as they are in this one.


The next step is to lighten the darker areas of the image using the Dodge Tool. By gently brushing over the edges with a large soft brush you can weaken the shadows slightly, but don't do it too much or the image will appear too washed out.


Once that is complete the next step is to get rid of any obvious details that would show the texture has been tiled. In the image used for this tutorial, there is a leaf in the top right hand corner that will give away the tiled effect, and this can be removed by using the Patch Tool or Clone Stamp.


The fourth step is to make the edges bleed together. Duplicate the layer to both the right and the left to get an idea of where the make the edges bleed. In the image you can see below a 1px gape between the layers so you can see where the layer has been copied.


After that it is important to bleed these two layers together, again using the Patch Tool or Clone Stamp it doesn't make too much difference what tool you use as long as you use it effectively. Below you can see the result of this.


And there it is! By repeating this process for all 4 edges you can create a fully tileable texture. Below you can see the final image.


This is the method that I have used to create the tileable textures I have used for my model, such as the Gold Metal and the ground texture.

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