| Making
Your Textures Seamless
What
Exactly Does "Seamless" mean?
If you
are new to the world of 3D or web design, you may be wondering
what "seamless" means. This simply means that when
your image is placed side by side, and top to bottom, the
images match up just right so that you can't see the seams.
In the images below, the leopard image is tiled 4 times. The
image on the left has not been made seamless, while the one
on the right has been made seamless. If you look close, you
can notice that the pattern repeats, yet the seams are not
obvious. The remainder of this tutorial shows you how I erase
the seams to create a seamless texture map.
 |
 |
| Offsetting
Shows Seams |
Image
with Seams Removed |
Scroll
down this tutorial
to find links to the finished seamless
leopard texture that you can actually use.
This
lack of seams is critical in 3D programs, as they utilize
such tiles to wrap textures around 3D objects. They are also
used for web page backgrounds and desktop wallpaper. The idea
behind them is that Instead of wasting a huge amount of memory
utilizing a large enough graphic to cover a large area, memory
is conserved by using a much smaller graphic, and tiling it
multiple times.
Photoshop
Rules!
It can
be tricky to create such seamless tiles so that they are convincing.
There are many methods to do this, I'll share my workflow
in Photoshop, so you can see how I work. The principals are
the same to make any image seamless, but different types of
images do present unique challenges to creating a realistic
seamless tile. Photoshop is, of course, invaluable in getting
the job done.
In this
case, the first step is to restore some color and saturation
to the leopard image, as the original looks a little pale.
A quick way to do this is to duplicate the layer, using shortcut
CTRL-J (Mac: CMD-J), making sure you have no active selection.
Set the layer mode of the copied layer to "hard light".
Instant saturation. You could also try adding a hue/saturation
adjustment layer and boosting the saturation, but this method
often produces artifacts if you push the saturation too much.
I'm satisifed with the color now, so I move on to the next
step, which is to offset the image to make the seams visible.
Merging
Layers into a New Layer
But first,
I want the saturated image on it's own layer. Right now it's
the combination of both layers which give me the image I want.
So I select all, CTRL-A (Mac: CMD-A). Then I do Edit-->Copy
Merged, or CTRL-SHIFT-C (Mac: CMD-SHIFT-C). Then, do Edit-->Paste,
or CTRL-V (Mac: CMD-V). This pastes the merged image into
it's own layer, while keeping the others untouched for safe-keeping.
Since we need two of these images, simply paste again to get
a copy, and make the top copy active (we should have 4 layers
now).
Offsetting
the Image
Now
we are ready to offset the image to make the seams visible,
so that we can get to work on them. Go into Filter-->Other-->Offset.
Type in 500 pixels for the "x" offset, and 400 for
the "y" offset (exactly half of the total image
dimensions). Make sure "wrap around" is set. If
working on an existing image and you are unsure of it's dimentions,
simply ALT-Click (Mac: Option-Click) the status bar at the
bottom of the Photoshop screen, and your pixel dimensions
are conveniently displayed.
To avoid
confusion, we are only working on the top two layers. One
is the color-enhanced image, and the very top one is the color-enhanced
image, offset.
The bottom
two layers are simply copies of the uncolor-enhanced image,
that we keep as safe-keeping in case we really screw up and
need to retrieve the original.
Non-destructive
Seam Removal
Next,
we need to work on the seams. Click the "add layer mask"
button at the bottom of the layers palette (see red arrow).
A layer mask allows us to non-destructively "erase"
parts of the top layer, to show the layer beneath it. This
is done by painting with black in the layer mask. To "un-erase"
the hole's you've punched into the top layer, simply paint
with white. Previously erased portions of your image magically
come back.
So, with
a brush choosen, fairly large with a slightly soft edge, I
paint over the areas where the seams are. Note that I'm not
painting with color into the image itself, I'm painting with
only black and white in the top layer's mask. Where the seams
once were, the layer below now shows through. Since this layer
was not offset, the seams disappear.

By switching
back and forth between white and black (use keyboard shortcut
"d" to default the colors to black and white if
needed, and "x", to quickly exchange foreground
and background colors), we can quickly erase the seams. Follow
the contours of the image, so that the transition between
the top offset layer and the one below it look natural. For
instance, you don't want half a leopard spot to show. In this
case, you'd erase more to uncover the full spot. In the example
below, I've started the process, and now will work on the
problem areas, which don't look quite right (red circles).
These are areas in which the layer above has been partially
obscured, but leave behind semi-transparent regions or "half-spots"
which aren't quite natural:

Notice
the layer mask icon above, to the right of the top layer.
It shows where I painted with black, and thus where the "hole"
is on the top layer, allowing the non-offset image to show
through beneath. You can see the telltale cross shape, effectively
eliminating the seam. When I'm satisifed I copy the merged
layers (what I see on screen, which is really two layers together),
and put this on it's own layer: Select all with CTRL-A (Mac:
CMD-A), Copy Merged with SHIFT-CTRL-C (Mac: SHIFT-CMD-C),
then Paste with CTRL-V (Mac: CMD-V).
Double-checking
Now that
we've got our first attempt at a seamless image on it's own
layer, it's time to check for any seams we may have missed.
For this, go into Filter-->Other-->Offset, and only
offset in the X axis. Set Y to zero. This often shows up seams
we missed. Since this is only a minor fix, I'll use the Clone
Stamp to clone over the seams. Next, I'll check by only offsetting
the Y, and clone to fix any errors.
When satisfied,
I create a levels adjustment layer. I notice that the histogram
doesn't quite extend to the far right, so I move the rightmost
arrow to match with the end of the graph. This sets the white
point to the brightest points in the image, restoring the
full range of values to the image.
Testing
Your Finished Tile
Finally,
we can test our finished, seamless texture map several ways.
In Photoshop, you can manually lay copies of your image side
by side in an expanded canvas to test. Better yet, you could
automate this task with an action. The action would copy the
current layer to the clipboard, create a new document, expand
the canvas size of the new document by 200% in both X and
Y directions, create a pattern from the contents of the selection,
then fill the current document with the pattern. This creates
a 2x2 tile of the texture, and you can check for areas that
stand out too much, making the pattern too obvioius.
Another
way to test the tile is by actually using it as a texture
in your favorite 3D program.
That's
it! Our next step is to create a matching bump map, and that's
exactly what I'll show you in a future lesson. For our next
lesson, however, I'll go over how to create non-photographic
(illustrative, such as a spaceship hull) seamless tile from
scratch. It uses a similar method as the one I've shown, but
we will be creating a spaceship hull texture from scratch
by using photoshop's native tools, and making the texture
"seamless from the start".
I hope
this tutorial has been helpful to you - let me know: carl@carlsart.com.
Click
on either resolution below to download the finished leopard
texture:
Download
the 500x400 version
Download the 300x240
version
Happy
Rendering!

URGENT
NOTICE: Only days left for getting "City and
Urban Exteriors vol. I" for $47. Normally $147. I've
only got about 10 left for this price. All of the techniques
I teach you, I have used in creating this texture CD. The
difference is that most textures on the CD are higher resolution
than the examples I provide here. Although there are a few
scattered lower res textures, most are 1500 pixels wide
or larger. They come in 3 convenient resolutions, for users
who don't need that much detail (such as web designers,
for use as backgrounds).
The
textures on this CD can be used not only to create fantastic
cities of the past, present or future, but also for sci-fi,
fantasy, and industrial themes. In a future tutorial, I'll
teach you how you can take normal looking building or window
textures from the CD, and turn them into a spaceship hull,
military bunker bulkhead, or any number of unexpected things.
This technique is like having thousands of textures on the
CD, instead of hundreds.
When
you see the tutorial I've got planned for you, you will
wish you had taken advantage of the $47 price. But I'll
be honest - even if you wait until it goes up to $147
it will still be well worth it.
Why
let a $147 CD go for only $47?
I'm the first to admit when I've made a mistake, and I have
to admit, I made a duesy of one on the first pressing of
this texture CD! The result of this screw-up makes the HTML
graphical guide inoperable for MAC users on these CDs. It's
simply an issue of the file names being longer than 8 characters
each. This causes the Mac to truncate them to 8 characters.
You can still browse and get to them fine. But the HTML
browser expects the longer file names, hence the problem.
There
is no problem at all for PC users. Even for Mac users, all
$147 worth of textures are still 100% usable, it's just
that MAC users can't use my custom graphical browser. My
research shows that many people don't use this anyway. When
you're in your 3D program, most users just point to the
textures they want directly, using the 3D program to browse
the CD. So, although it's no biggie, and you probably wouldn't
even notice the "problem", I'm letting this lot
go for only $47 each. Once they run out, the price goes
back up to $147, and this offer will likely never be repeated
(unless I screw up again :-). So, be sure to order
today so you don't miss out. I will be referencing textures
on this CD for some of my advanced tutorials, and it will
certainly help for you to have the high-res versions handy,
to get full value out of my free tutorials. Textures like
this sell for $8/each on major sites, so you are getting
246 for the price of 3 or 4. Enough said!
Keep
a lookout for these tutorials, coming to your mailbox very
soon:
-
How
to hand craft realistic bump maps
-
Using
alpha channels vs. transparency maps
- Creating
Black and White textures
- Forging
realistic metals
- How
to Add Dirt and Grime for added realism
- How
to double, triple and quadruple the resolution of your images,
with no quality loss
- Texture
Maps vs. Procedural Textures: Pros and Cons
- How
to Use Textures as Custom Backdrops for Photography
-
And
whatever you want to learn - just ask me, and if it has
wide enough appeal, I'll develop a tutorial for you!
Until
next time...
Feedback
What
would you like your next personal lesson to be about? Your
feedback is critical, as it drives the content on this site.
Did you find this tutorial useful? Was it too advanced,
too simple, or just right? Send your wish list to me at
carl@carlsart.com.
Almost no one clicks this link to send me their wishes.
What that means is that if you have a specific subject you
wish to brush up on, at this point, you are nearly guaranteed
of me creating a tutorial on it. I may not be able to say
that a year from now, so take advantage of me, please!
How
to get 246 High-Resolution Textures for Free
Just
send me your best 2D or 3D art.
Each
month the winner will receive the CarlsArt paid texture
CD of their choice,
worth $147. I'll be coming out with new CDs as the months
go on. Things like Sci-Fi textures, Nature, Woods and Interiors,
Metals and Stone, Skies and Backgrounds, and more.
Simply
send your 100K or less (640 pixels wide or less) image to
me at carl@carlsart.com,
to be entered to win. Provide a brief summary of how you
accomplished the image, what software or special techniquesyou
may have used, etc.
Your
image will be seen by literally thousands of 2D and 3D professionals.
Be sure to include your web address if you'd like a link
to your site.
Copyright
(c) 1996 - 2002 by CarlsArt
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