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Creating Next-Gen Environment Textures using Total Textures

By Daniel Vijoi
Web: Open Site
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Date Added: 9th December 2009
Software used:
Photoshop, Maya

With this texture, not only does it tile with itself, but also with another texture used for the back of the building. This second texture has been created by using this one as a base and adding some masked details to make it unique (Fig.12).

1107_tid_13_Tile-examples.jpg
Fig. 12

Here are some further tiled texture examples, this time from assets that are not related to this one (Fig.13 - 14).

1107_tid_14_Tower-wall-texture.jpg
Fig. 13

1107_tid_15_Roof-metal.jpg
Fig. 14



The same method has been applied when doing the tower wall seen (Fig.14). To make the tile harder to spot, I reduced the detail of the texture by making the bricks look more alike in colour and intensity. Using some masks from the previous texture, I have saved some time when adding dirt at the base of the tower and dripping details at the top. Afterwards, I have used Colour Range to select some painted areas from the base wall texture and add them on top of the tower wall texture for added variation. It is often a good idea to use common or similar details for all the textures of the same asset to add unity to the texture and make them fit together better.

After adding these details, I copied a row of stones from the top part of the tileable area and blended it in with the lower part. This will make the texture blend in seamlessly. Usually, making the textures tileable should be kept for last to save time. Also note that the texture tiles vertically to span the height of the tower, but also tiles horizontally to make it easier to map it on the circumference of it (Fig.15).

1107_tid_16_Stains-creation.jpg
Fig. 15





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Readers Comments (Newest on Top)
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(ID: 288189, pid: 0) Halldor on Mon, 21 July 2014 8:11pm
just wondering do you use this method with making houses who you have both outside and inside ?
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