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Grass texture seamless 256x25612/9/2023 ![]() You want to make sure that if you have features that stand out in the texture, that there are more than a couple so that it confuses the eye enough, otherwise it’s better to just remove those types of details which don’t blend in as well.įigure out how many individual world tiles of a specific type you want to be 'unique', then take the log2 of that number, rounded up. For example, in your texture above, the little brighter area in the middle comprised of two little brush strokes or so makes it very clear that this is a tiling texture. You both want to ensure that the texture is varied enough, yet also homogenous enough for individual features to not stand out. The first thing you’ll want to do is familiarize yourself with how to make seamless textures in your art app of choice, in Photoshop this generally comprises using the offset filter while painting, making sure to touch up or paint over the areas where the seams are, and then using the offset filter again.Īnother more complicated but far better option would be to use Substance Painter, wherein you would set up a plane subdivided once or twice, reset all UVs on those quads so they take up the exact same UV space, and then paint my texture on that plane in Substance Painter so I can actually see the tiling in real time while I paint, see how well it tiles, and also have access to all of the procedural feature of Substance Painter.Īnd as far as what to look for while painting, that’s more complicated. So you do want to know how to make a repeating texture? Or you want to know how to make a texture that doesn’t look like it’s repeating too much? Hopefully your editor lets you paint random tiles from among designated sets. You can do this by creating duplicate tiles from the original, then painting a different interior, leaving the edges alone. You can make them all work together seamlessly, but each will have a unique interior. If you really want to hide the repeating pattern, to make it look organic, then consider using a set of multiple grass tiles instead of a single texture. You've got some moderately distinctive geometry at the top, so your eye is drawn to the repeating pattern, like that little tuft of grass at the top left edge. This puts the current "edge" right in the middle of the texture, where you can easily spot any seam and edit it out.Īnother factor is that the more distinctive a tile is, the more it shows off that it's a repeating tile. The way to fix this is to perform a 50% offset (in this case, just horizontal), so the tile image wraps around. The textures are perfectly seamless and look good on large areas.It looks like the edges don't wrap very well. ![]() The size of all the textures is 1024x1024, which makes those coverings high quality you can zoom as much as you like and then won’t look blurry, as shown in the pictures it’s especially visible in the picture that is a comparison between my terrain paints and one of the Maxis coverings, which is 256x256. You don’t need to choose, you can download all the versions, they nicely complement each other, and fit the neighbourhood grass replacement. Each version comes in 8 colours, which allow you to create interesting arrangements if you blend them together. This set contains 3 versions of the grass – one using the aforementioned texture (a version blended with TS3 texture), one using the Maxis texture I used before to make a replacement for the neighbourhood grass, and one that is a blend of those. Now I decided to make a set of terrain paints using it again, this time for TS2, with new colours and edits. I was using it plenty in TS3, I recoloured it, blended, used in my CAW worlds, and I even made a default replacement using that texture. It turned out to look great in the game, and since then it’s become my favourite grass texture. Ages ago I found a nice grass texture and decided to use it to make a set of terrain paints for TS3.
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