This will guarantee that every tile over the range will have a unique set of textures drawn onto it but that might not be enough to ensure they look sufficiently unique, because you'll end up with runs of tiles with certain overlays painted onto it and if your overlays have distinct characteristics that might be enough to make the result show tiling artifacts. Then, when tiling, always paint the base texture and paint only the overlay textures where the binary representation of the tile's position has a 1 in the bit that corresponds to the overlay's p value. (E.g., the first overlay's p value is 1, the second overlay's p value is 2, the third overlay's p value is 4 etc.) (Or, how many binary bits you'd need to count all those tiles individually.) Call this number n.Ĭreate a very generic, non-unique 'base' texture to apply to all tiles of the type and then n different unique 'overlay' partially-transparent textures that can be overlaid on top of the base texture, either individually, or along with any of the other overlay textures.Īssign each of those overlays a power of two number, starting with 1. 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. It looks like the edges don't wrap very well.
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