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low repetition seamless tiling software trial pixplant


SgWRX
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i've tried the newer version of pixplant and i think i'm getting passable results. attached are two images

 

1. my "final" compared to the un-touched raw image.

2. my "final" compared to the un-touched raw image run through pixplant.

 

what i did for my result is to take the pixplant processed image into photoshop, copy and tile it 4 times, then clean up brightness and color variations. then take that image and run it through pixplant. and then back to photoshop for copy/tile 4 more times and edit for variation and finally back into pixplant for normal, specular etc... maps.

 

this ended up being a 16ftx16ft real-world scale.

 

i think this is pretty passable for get larger real-world samples to avoid high-repetition and in a lower amount of time compared to having cut out each stone and build my own wall in photoshop.

 

i'll check out some of the other normal map programs mentioned in other threads.

 

thanks,

 

[ATTACH=CONFIG]53935[/ATTACH][ATTACH=CONFIG]53936[/ATTACH]

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  • 2 months later...

If you want some more quality, I invite to give a shot to Substance Designer or Substance Painter: one of the great advantage is that that they can take in account the shape of your object while generating the textures.

So yes, it's a bit more time investment, but you could get something more "believable.

A great example from UE4 Arch (and it's real time):

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