hi
i have downloaded a texture from a brick manufacturer, an need some advice for creating a realistic texture.
if i just tile the texture it looks odd, as the texture is has more light on one side.
i have tried to copy an rotate the texture and overlayed the in photoshop, but the repetition seems hard to ignore :-/
does anyone have any tips to how i could make the texture more realistic / tileable?
thanks:-)
Creating a realistic brick texture?
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Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
here 2 more tut for your reference....
It is all about getting the colors correct and clone the seam after the off set...... remember you can do the offset in both directions, like it suggest in the second tut...
https://tolas.wordpress.com/2009/05/26/ ... photoshop/
http://www.3drender.com/light/EqTutorial/tiling.htm
Happy renrering
It is all about getting the colors correct and clone the seam after the off set...... remember you can do the offset in both directions, like it suggest in the second tut...
https://tolas.wordpress.com/2009/05/26/ ... photoshop/
http://www.3drender.com/light/EqTutorial/tiling.htm
Happy renrering
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Thank to you both - i'll have a look
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- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Here is another tip, to reduce repeating, after you have a clean seamless using the above:
Let's say your original was 2048x2048. Copy the image to clipboard and make a new psd 4096x4096. Paste 4 times and place each in corners, giving you 4 tiled copies in this one image. Add an Overlay layer above. Zoom in and make a selection of shape of one brick. Define Brush. Make random lighter and darker bricks throughout entire PSD in this overlay layer (switch b & w using x key -- use tablet pressure if you have it, or change flow using numeric randomly). Texture will now be much less prone to repeats. Obviously, you could do the same with 3, 4 or more copies in each direction, making for monster texture if needed.
Let's say your original was 2048x2048. Copy the image to clipboard and make a new psd 4096x4096. Paste 4 times and place each in corners, giving you 4 tiled copies in this one image. Add an Overlay layer above. Zoom in and make a selection of shape of one brick. Define Brush. Make random lighter and darker bricks throughout entire PSD in this overlay layer (switch b & w using x key -- use tablet pressure if you have it, or change flow using numeric randomly). Texture will now be much less prone to repeats. Obviously, you could do the same with 3, 4 or more copies in each direction, making for monster texture if needed.
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thanks to you all - it got a lot better - but still need to edit some more....
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It will be very difficult to get a non-tiling look for such a big faccade..
You may check a special plugin for this work. It is also possible to render-to-texture with v1.4 and use it in Octane.
http://www.vizpark.com/shop/walls-and-tiles/
Second option is this manufacturer: http://www.roeben.com/de/klinker/dover- ... _1245.html
They have a large texture library for using visualization guys like we are.
Just click the specific product and look out for texture download. You can create your own additional maps from it. I use them a lot.
You may check a special plugin for this work. It is also possible to render-to-texture with v1.4 and use it in Octane.
http://www.vizpark.com/shop/walls-and-tiles/
Second option is this manufacturer: http://www.roeben.com/de/klinker/dover- ... _1245.html
They have a large texture library for using visualization guys like we are.
Just click the specific product and look out for texture download. You can create your own additional maps from it. I use them a lot.
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- itsallgoode9

- Posts: 896
- Joined: Thu Apr 03, 2014 9:04 am
- Location: New York City
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yeah, unfortunately if you want large patches of plain brick, it's going to end up looking really boring if you remove all the tiling...but on the other hand you don't want the tiling in there, so it's a catch 22. I'd say start with the plain brick texture, which has all the tiling details remove, as you have pretty much already done. In the shader you could then start to layer up various layers procedurals on top of it at different size to bring back in some interest without adding in the tiling.
basically the same thing that Frank Poole mentioned, except for using procedurals instead of manually tiling and adding variation.
basically the same thing that Frank Poole mentioned, except for using procedurals instead of manually tiling and adding variation.
thanks to you all for the informative input 
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