Hey im making some tiling textures, and I need to check how it looks when I tile it to make sure I dont have like very slight hue gradients that'll look bad when the texture is tiled.
Doing it by hand each time to check takes too long, since I need to check a LOT and edit again etc..
I've already tried creating an action for it but I cant find a way to reliably resize the canvas so that it'd work for the various resolutions im using..
Another solution could be if I could instance my texture sheet in photoshop (multiply it in a tile pattern and then when I edit the middle one, the changes are transmitted to each of the clones) But I dont know if this is possible in photoshop or how to do it...
any help is greatly appreciated
Replies
You can create an image at the max res you want to work in then, convert the layer to smart object, scale down, adjust, and duplicate the smart object layer into a 3x3 grid space so you get tiling surrounding the middle square. then you can open the smart object layer in another photoshop window and thats the window where you could do all the work painting and use offset filter, etc like you normally would, then just ctrl/cmnd+s and it updates all the instances in the main doc. you can even make an image at the max res and duplicate the smart object layers down to the resolutions you want to work in, so you can dynamically preview them at multiple resolutions, all in the same doc, and all at the same time. Doing it this way saves me truckloads of time. The only downside is that smart objects like to eat up quite al ot of ram so...yeah, give it a shot.
One thing I wish maya did was reload textures when it detects a file update though I just ended up making my own.
- flatten
- resize the current image to 512x512
- resize the canvas to 2048x2048, expanding right and down
- duplicate the background layer and move it across 512, then flatten
- duplicate the background then move it down 512, then flatten
- do the above two, but moving 1024 each time
It means you can just preview then undo it (or do it in a new document) and you don't need to much around applying it to a model or anything if you don't have a 3d package open and the current texture applied.
You should be able to:
Main Document.psd that has all your layers and work, and then...
*File>New -with size to accommodate tiling the original
*File>Place>Main Document.psd -imports a reference to that document as a smart object.
*Duplicate four times to create the tiles.
What I expect from this is that I can continue editing Main Document.psd, and see saved changes reflected in the smart object document, but this doesn't happen. I can double-click one of the smart objects to 'edit' it, but this creates a new copy of Main Document.psd in a temp folder. So, edits to this new document are never carried over to the original.
haiddasalami: I was surprised that they never added it after the big switch to QT for the interface, it has a nice file monitor function. Another app I use that uses QT used it, very handy.
edit: I should mention that File>Place works in Illustrator the way I expect, but not in Photoshop. (both are CS6)
http://www.depoort-ia.com/fdb/index.php?id=2026
I used to use Texture Desk from Spectralogue, it was super-lightweight, but they took it down. Texture Frank has a bunch of nice options, but the basics are pretty much all I need... save in Photoshop, see it update on a tiled plane.
Here a example/template PSD file for 512x512 textures
https://dl.dropbox.com/u/22781761/Downloads/Texture%20Tile%20Viewer.psd (1,62mb)
Little video here [ame="
Just double click on "TEX Tile EDIT ME" layer icon and make your texture there.
Using 2 monitors you can have 1 window on each monitor or you can just put the viewer window floating over the texture window that you are working os side by side.
CTRL+S to view the result instantly
When finished, simply Save As... and preserve the template
The Offset filter is an essential part to create a tiled texture, without it would be extremely laborious.
The tips and tools here are ways to quickly view the tile while we're doing the texture.
http://wiki.polycount.com/PhotoshopTools#Actions.2C_Filters.2C_Scripts