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Re: Azuma House Ando Tadao

Posted: Wed Aug 20, 2014 10:21 pm
by rappet
I like it a lot.
Just noticed repetition in the concrete texture though.

Re: Azuma House Ando Tadao

Posted: Thu Aug 21, 2014 1:21 am
by FrankPooleFloating
Yeah. Repeating some.. Easy fix viduall: Make a PSD double (or quadruple) in height and width (if your concrete is a seamless 2048, make a 4096 etc) paste and place copies in corners, and just go rubber-stampin' (clone tool) until your new HUGE seamless has no repeats that jump out at you. No automated stuff in Substance, dDo etc that I have tried can match the quality of this, for things like concrete, pebbles etc... Stuff that are prone to repeating patterns.

I really like this one way more than many of the other modern architectural renders lately. Reminds me of Portal/Portal2.. Nice.

Edit: Jesus dude. 6 titans and a stack of 590s... You probably don't need PS tips. D'oh! Maybe some noobs can use this tip. ;)

Re: Azuma House Ando Tadao

Posted: Wed Sep 03, 2014 9:16 pm
by Seekerfinder
FrankPooleFloating wrote: Edit: Jesus dude. 6 titans and a stack of 590s... You probably don't need PS tips. D'oh! Maybe some noobs can use this tip. ;)
I'll take it, thanks Frank. But your textures will become massive in size, right? Hpw do you deal with that?
Seeker

Re: Azuma House Ando Tadao

Posted: Thu Sep 11, 2014 10:14 am
by Seekerfinder
Hey Frank,
What happened to your reply? I have been tied up on a few jobs that is now complete and wanted to go through your reply here - at least I thought you gave a great detailed response for dealing with those texture seams!? Is that elsewhere? Am I dreaming?

Seeker

Re: Azuma House Ando Tadao

Posted: Thu Sep 11, 2014 1:28 pm
by FrankPooleFloating
Okay Seeker, you got me. Sometimes I post stuff just before hitting the hay and I'm dead tired, see it the next day (sometimes mortified), and sometimes decide to delete. I just didn't want to take over this poor guy's thread with seamless stuff... Since there were some good nuggets in there, I did have to good sense to pop them in a text file, in case I would want to put them elsewhere. Without further ado:

If you were already starting out with a 4k or 8k, you could probably knock original to a 2k (or 1024 etc.. depends), then copy paste (x4) into a 4k or 8k, and go a-rubber-stampin'. This is not necessarily a super-fast method, but in my experience, is usually worth the effort. Nothing says CEEGEE! like repeating textures.. So ultimately you have to find a balance between what details you can give up if knocking original down some vs how big the new guy is going to be... Hope that helps bro. ;)

Okay a couple other tips in this vein... [1] When starting a new seamless (and sometimes tweaking new big seamless), PS Filters > Other > Offset is Tool #1. This is where you start. Always. [2] Making a new layer and using Spot Healing Brush (J key) can often do some pretty magical shit, that could take longer with the clone tool. [3] When you are looking at the seams (preferably roughly in middle of image) of an offset image that you want to make seamless, using the Rectangular Marquee Tool and deleting at seams (on a flat image, and choosing Content Aware) can get you pretty damn close, and sometimes gives you a seamless that requires nothing else. [4] If you're making a seamless and use Offset, and find that it is darker (or lighter) on one side of the seam or the other, the most efficient way I've found to fix this is a combination of adjustment layers (Levels etc), gradient (either black or white to transparent, depending), and various brush techniques.. You just have to play with this. This method of making levels even can really be complex. I do not have it in me tonight to expand on this at length. The important thing is using adjustment layers to fix discrepancies of levels at seams. Gradient in adjustment layer often gets you close... Enjoy.

Edit: [5] Zooming way out in PS (to like 200-400 pixels of screen) while working on seamless will help see problematic chunks and stuff that is likely going to repeat, before you even get it 3d.

Re: Azuma House Ando Tadao

Posted: Thu Sep 11, 2014 2:30 pm
by Seekerfinder
FrankPooleFloating wrote:Okay Seeker, you got me. Sometimes I post stuff just before hitting the hay and I'm dead tired, see it the next day (sometimes mortified), and sometimes decide to delete. I just didn't want to take over this poor guy's thread with seamless stuff... Since there were some good nuggets in there, I did have to good sense to pop them in a text file, in case I would want to put them elsewhere. Without further ado:

If you were already starting out with a 4k or 8k, you could probably knock original to a 2k (or 1024 etc.. depends), then copy paste (x4) into a 4k or 8k, and go a-rubber-stampin'. This is not necessarily a super-fast method, but in my experience, is usually worth the effort. Nothing says CEEGEE! like repeating textures.. So ultimately you have to find a balance between what details you can give up if knocking original down some vs how big the new guy is going to be... Hope that helps bro. ;)

Okay a couple other tips in this vein... [1] When starting a new seamless (and sometimes tweaking new big seamless), PS Filters > Other > Offset is Tool #1. This is where you start. Always. [2] Making a new layer and using Spot Healing Brush (J key) can often do some pretty magical shit, that could take longer with the clone tool. [3] When you are looking at the seams (preferably roughly in middle of image) of an offset image that you want to make seamless, using the Rectangular Marquee Tool and deleting at seams (on a flat image, and choosing Content Aware) can get you pretty damn close, and sometimes gives you a seamless that requires nothing else. [4] If you're making a seamless and use Offset, and find that it is darker (or lighter) on one side of the seam or the other, the most efficient way I've found to fix this is a combination of adjustment layers (Levels etc), gradient (either black or white to transparent, depending), and various brush techniques.. You just have to play with this. This method of making levels even can really be complex. I do not have it in me tonight to expand on this at length. The important thing is using adjustment layers to fix discrepancies of levels at seams. Gradient in adjustment layer often gets you close... Enjoy.

Edit: [5] Zooming way out in PS (to like 200-400 pixels of screen) while working on seamless will help see problematic chunks and stuff that is likely going to repeat, before you even get it 3d.
Thanks Frank - glad you saved that one! And sorry, Visuall - I don't mean to take this over either! Hopefully it's useful for some...

The content aware tool in PS is brilliant and while I have not used it for this purpose, it makes a lot of sense. What we're basically doing is increasing the resolution of the elements that will be tiled. For a lot of archviz this makes sense because many surfaces are not that large (PS, here we come!). But whatever we do, at some point the view requires a texture from a distance - which raises the seams issue. So having muted, even textures is ideal for rendering. It's just not real life. So, I have decided to embark on some experiments with Octane's brilliant mix materials node. Use a nice, even texture for the base material, and then give it some character with an opacity map which may add a bit of character, a bit of turbulence etc - at a different scale. The old dirt map could also help of course. This is probably not news to any seasoned Octane users like you, but I am starting to hit the proverbial brick wall (pun intended) with materials in the Revit and SketchUp plugins and need to enter the custom-texture arena a little more. Don't get me wrong, I can get very far with my basic material skills (and tweaking the Revit materials that Octane inherits in the plugin) but I'm starting to be dissatisfied and I need just that edge. So my foray into intermediate material creation in Octane begins. No doubt we'll continue this discussion in many other places at other times and different levels with Octane magic.

Best,
Seeker