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Best way to create non tileable texture

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0 comments, last by Trese759 6 years, 2 months ago

Good evening, I'm new to the world of texturing and I have some questions about creating realistic non-procedural materials.

I created a texture for a wooden bridge and I wondered what was the best way to make it realistic. First I created a square texture on Substance Designer (SD_Wood).

SD_Wood.png.71eeb9fcb20526193494591b057b0af7.png

Once applied to the model on Blender it is repeated several times and I do not really like the result (Blender_Tilable).

Blender_Tilable.png.2ca53b08e10fef1b7f3ff888ed8a7d90.png
I then imported the texture on photoshop to customize it a little (4096 x 1024) (PS_Custom).

PS_Custom.png.d0847b954d33a209cab496abf523ca47.png


Now the result is more pleasant (Blender_Custom).

Blender_Custom.png.8bb9bba49cb0db24d6396f55d6843b6e.png
My questions are:

1. Is this the best solution?

2. Are there any other ways to get this kind of result?

3. If this is the best solution, how can I regenerate the normal map, height map, ao, roughness etc. ?

4. From a theoretical point of view a non-square texture, but that is still 2^, is not recommended or can be used for the development of a videogames?

Thanks in advance for any clarifications.

Have a nice day!

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