I made some tillable textures on SP and I want to share the method which I use.
Preliminary
- Create a plane
- UV unwrap with 0 margin
- Duplicate the plane. (It is useful for detect errors)
Example 1: Brick Wall
- Add a flat fill layer.
- Add another fill layer with a different color. Add black mask to layer. Add noise and blur slope to the mask. Blur slope will give a nice brush effect
- Add more color variation with different noise/grunge etc. textures
- Add a fill layer and deactivate all material channels. Change blending mode to passthrough. Add HSL perceptive. We can change hue, saturation and lightness by HSL perceptive
- Add another layers with a brick generator. Use different color, roughness and height details
- Add another layers for height variation (maybe also for roughness). Actually we can use first color layers for this task
Tip 1: Give attention to scale of the noise. It could be break the flow of the texture
Example 2: Vinyl siding
- Add a base fill layer and create some variations
- Add HSL perceptive.
- Add a brick texture and scale UV a bit
- Duplicate brick texture. Select less saturated (and maybe warmer) color. Increase gap Y parameter of the brick texture. Add more blur. Try different blending modes (I was use soft light)
- Add transform filter. We can control the position of the layer.
- Add some shadow with darker colors.
- We can use HSL perceptive for create different variations
Tip 2: Make uniform/balanced texture. Avoid unique things.
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