Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6
Creating Next-Gen Environment Textures using Total Textures

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(15 Votes)
| 109978 Views
| 2 Comments
| Comments 2
Date Added: 9th December 2009
Software used:

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





< previous page continued on next page >
 
1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Making Of 'Victorian Gaol'

by Andy Walsh
published on 2015-03-12

Keywords: scene, landscape, environment, andy walsh,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (12)
Comments 0 Views 17778

Unreal Engine Part 12: Using the matinee tool

by Rob Redman
published on 2016-04-14

Keywords: Unreal, Engine, Game, first person, level, map, trigger, audio, sound, cut scene, matinee

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 1431

Paint Interesting Perspectives

by Aekkarat Sumutchaya
published on 2016-02-01

Keywords: Character, Photoshop, scene, perspective

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 0 Views 4132

How to Create Head Textures

by Mike Bauer
published on 2013-06-28

Keywords: character, texturing, head,

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (9)
Comments 1 Views 34190
Readers Comments (Newest on Top)
avatar
Enrique Fajer on Sat, 04 July 2015 6:59pm
Daniel, has hecho un trabajo excelente.espero que nos sigas alimentando con más tutoriales. gracias mil
avatar
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 ?
Add Your Comment