Hy i am wonder when you guy's paint textures, how do you make sure that they are tileable?
What i have done is copying the left side and flip it and paste it on the right, and the top and flip that and paste it at the bottom.
Wondering if you have something else i could try?
Thanks in advance
Replies
edit: oops, too slow.
Still exploring this myself.
Photoshop should have symmetry ;D
Select half the image, copy and paste it, then Edit>transform>flip horizontal/vertical. Then just use the clone tool to get rid of the seam.
But that's probably the same as the offset method basically...
But we keep getting BS crap that's been in other adobe apps for years... woot... It only took 9 years to be able to rotate the canvas I'm sure they'll get around to live symmetry sooner or later. Probably later.
The closest I've ever found was Symmetry Works, a pattern maker.
http://www.artlandia.com/products/SymmetryWorks/
And node based seamless texture creators like;
Filter Forge
http://www.filterforge.com/
Genetica/WoodWorkshop
http://www.spiralgraphics.biz/
Nothing quite like painting...
Why adobe why!?
EDIT:
I think Pixologic is working on or has already put something like that into the Zbrush 2D tools. I remember seeing a video on some kind of image browser and "amazing" symmetry painting demo. Can't find anything on it now, they probably either scraped it or gave it some crazy Z-name and google can't find it. Or I was deliriously drunk and dreamed it...
I remember that too. I think it was supposed to be for zBrush 4? Or at least I remember seeing the 4 somewhere.
Well you can paint in r2 and it has symmetry, but that image browsing thing and that circular popup for fast tool select isn't there in r2 AFAIK.
Back onto topic. That sort of symmetrical painting can be done in 3DCoat I think. it has a startup. it has a load time option for painting tilable textures
Mr.Bean: Thats my current workflow as i wrote in my post
Vig: Alchemy is a realy cool program with fun features, completly agree that it would be perfect if the painting was more like photoshop.
I understand that photoshop would get confused when trying to content aware fill a blank canvas :P
r_fletch_r: Well the healing brush can sometimes do fun things.
Neox: Great tool and fun tool, one of those things that are just to fun to stay away from, like lens flares ;P
vcool: Zbrush 3.5 you can do that aswell with quickscetch, i could paint in zbrush but i have to say i like photoshop more for painting textures
Edit:
r_fletch_r: You never know, she could look like that
I hand-painted this tiling texture not long ago in Photoshop. I simply paint in the center part, and periodically offset it.
I use these filters, and I bound them to hotkeys with Actions (F2, F3, F4).
HalfWrap
LeftRightWrap & TopBottomWrap
They always offset to the center, regardless of the image res. Offset filter makes you type it in. And they work with non-square textures too. Only caveat is they include any parts of a layer that are outside the canvas edge, which I don't like, so I added a "Select All" to each Action.
Super fast way to paint tiling textures!
I dont if its been tried or done before(it probably has). I'm not sure if I'm clear about what I mean, but say you have a tiled textured brick wall. It looks fine but just too uniform. You then set up a plane, flat against the wall probably slightly forward of it. You then have texture details, random colour changes of bricks, perhaps bits chipped off all asymetric on that plane with an alpha channel or whatever so they blend with that wall.
Would it be doable or would it not look right?
It would surely be useful for renders also, where you have lots of similar buildings which you want to look unique with less effort.
make sure that the uvs are overlapping...
paint...
[ame]http://www.youtube.com/watch?v=T4sfcJuKrCY[/ame]
i got updated
i found that tutorial amazingly helpfull!! look what i made with it!
Ehrm, back to topic..
All of the discussion here is based on the square texture, what if the texture for character's accessories for example?..when you have to paint it in the irregular shape based on the UV coordinate, how did you guys make it seamless around the seam's border?
_Revel
my main painting app is still photoshop but im doing more and more in mud...
two methods
oldskool- 2 sets of uvs your normal one then one that has different seams...render from one to the other fix the seams then render back and add those new bit to your old texture
nuskool- paint over the seams in zbrush or mudbox or 3d paint or whatever as you painting on the mesh
haha im doing that now
_Revel
Graphite modeling tools > Clone Stamp, to help with seams? 2010 and lower will probably need some touch up work in PS. 2011 seems to fair much better.
Also using PeterK's second UV channel can be a pretty good way to get rid of seams.
http://www.gamasutra.com/features/20061019/kojesta_01.shtml
Same idea slightly different purpose, baking tiles to a unique object.
http://boards.polycount.net/showthread.php?t=58411
[ame]http://www.youtube.com/watch?v=KNd54jgesgk[/ame]
_Revel