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Announcements - Dev Diary: Creating Tile-Based Texture Maps for Games. Step 3: Getting Uniform Luminosity In this step I want to get rid of any large differences in luminosity within the texture to help it repeat better. To the left below you can see the big differences in luminosity if the texture is repeated next to itself. This is something you can do quite late on a "normal" repeating texture, but here I need to do it before I fix the large number of seams, as a blurred layer above would affect the seams if it's done afterwards instead of before. The steps taken for this in Photoshop are: merging all to a single layer, duplicating that layer, invert, desaturate, blur and then set to overlay. You can then adjust the layer with brightness and contrast if needed. The overlay texture that is created with this process is shown here in the center. On the right is the texture tiling with itself after this process. Chapter 12. Tile-Based Texture Mapping.

GPU Gems 2 is now available, right here, online. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects. Li-Yi Wei NVIDIA Corporation Many graphics applications such as games and simulations frequently use large textures for walls, floors, or terrain. There are several issues with large textures. First, they can consume significant storage, in either disk space, system memory, or graphics memory. One possible solution to address these problems is texture compression. An alternative approach is texture tiling, as shown in Figure 12-1. Figure 12-1 A Tile-Based Texture Map Our goal is to present a tile-based texture-mapping scheme that is transparent to the application. 12.1 Our Approach Figure 12-2 Texture Tiling Using Wang Tiles 12.2 Texture Tile Construction , and .

MATERIALS. Tutorials by Philip Klevestav < Back to Tutorials Index page On this page I have tried to create a few step by step tutorials including a lot of hints and tricks I use when creating such materials. I will not go into depth too much to avoid locking the tutorials to the programs I used when creating them.

If you want some handy Photoshop actions I use frequently you can find a .atn file at the bottom of this page. The materials created here are not to be seen as tiling textures only (some of them are not even seamlessly tiling), but the point of the tutorials are more to go through material definition in general. Even if you create something with a highly stylized art direction, you will most likely want to define your materials anyhow, of course there are a lot of exceptions, but in my opinion defining good materials is not bound to realism, but rather to create a believable world, regardless if the world is a desert city on earth or a pink castle in space. » Download: PT Actions.

ZBrush 2.5D Tiling Textures | Highbred3D. Creating Tileable Textures in ZBrush.