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Creating a Tileable Texture: From Photography
to Photoshop
Taking your best shot:
When taking the picture, stand a good distance
away from the subject to avoid barrel distortion, a common
phenomena of shooting with a lens (as shown in the first illustration).
If you use a zoom lens, then in most cases 50% zoom is adequate
to straighten the shot edges. Usually 100% zoom will bow the
edges middle-inward, and 0% zoom will bow the edges middle-outward.
Experiment to find out what the best distance/zoom ratio is
with your camera.
Stand with the camera as close to perfectly
perpendicular as possible to the surface you are shooting,
to minimize any perspective from the shot. Imagine that if
the texture was a perfect mirror, you would be shooting a
photo of your own camera lens as the subject, as dead center
in the frame as possible.

Lighting conditions: I've found that metals
shoot well under bright, overcast conditions. Because metals
have high reflectivity, the sun causes a bright hotspot, which
does not work well in tiling conditions. When the image tiles,
the hotspot is a dead giveaway. The image below shows an example
of specular highlight from metal on a bright sunny day –
this won't tile well. Architectural ornamentation is also
good to shoot under bright overcast, because the deep recesses
of woodwork will show up in the shot, and will not be too
dark in comparison to the rest of the texture.

Avoid shooting highly reflective materials,
like chrome. The reflectivity in 3D should be created within
the 3D environment and with shaders, not in the texture itself
(reflection mapping or raytraced reflections should create
the reflections i the texture). So you should never see yourself
in a reflection of what you are shooting. If you must shoot
a reflective material, be ready to remove yourself from the
reflection within Photoshop (see the editing section below),
and to make the edges repeat seamlessly.
Organic vs. Geometric:
Patterns that tile in the real world will tile well in 3D.
It's good to use a subject with even and natural weathering.
For example, a stucco building with rusty windows will naturally
weather with similar rust stains along the building façade,
in each window instance. In this case, you could probably
include three or four window sections within your texture,
since none of the drip stains overpowers the other. In the
example below, you'd need to soften the drip edge below the
center window, since it currently is in much sharper contrast
than the other two windows.

WYSIWYG (What You See Is What You Get):
Take time in setting up the shot and observe how the material
reflects the light. Make sure shadows aren't too dark, and
that there is not too much erratic weathering contrast within
the frame. Often a picture will look sharp, but when you later
view it on the computer in its full resolution you'll find
the edges are actually blurry. To avoid this, after you've
taken the photo check its quality with the image zoom feature
of your camera.
Now that you know how to take a good photograph,
I'll demonstrate how to seamlessly tile a texture within Photoshop
and test the tileability within 3D Studio MAX. These methods
will eliminate camera perspective and clean out unwanted effects,
such as stains, trash, weathering and wires.
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Photoshop – tools to know:
Crop
Select all/None
Distort
Rulers and Guides
Rectangular marqui
Clone tool (with feathered edges)
Paint Brush/Air Brush
Gradient tool
Eraser tool
Eyedropper tool
Offset
To begin, open your original image
in Photoshop. If you use another image editing program, simply
use the equivalent commands to follow along. To DISTORT the
image into perfect rectangularity, first decide which portion
of the photograph will make the best tile.
Then, open up rulers (CTRL-R) and
drag the guides down from the ruler onto strategic corners
of your texture. You should end up with guides on the outer
edges of the "cream of the crop".

Then EDIT>TRANSFORM>DISTORT
the corners of the image until all the lines are completely
90 degrees, and the area is perfectly rectangular. Always
move the handles inwards, so as to not lose resolution. Hit
the Enter button when you are happy with the rectangularity.

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To crop to a tileable sample, click the CROP tool,
then drag the crop edges to where the edge of the tile will
connect to the corresponding edge on the opposite side. In
this example, since we'll be cropping to the middle of the
blue diamond, it's nice to copy a full diamond to the clipboard.
So select the cleanest diamond with the
RECTANGULAR MARQUIS tool, then hit CTRL-C to copy. Don't paste
quite yet, though.
It's a good idea to "SAVE AS"
at this time. Never save over the original image, as you may
screw up at some point and need to start over from the original
image. Click FILE>SAVE AS, and select Photoshop File there.
It's a nice uncompressed format that remembers the placement
of your guides, layers, etc.

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It's time to offset the image so you can clean up the seam
(there usually is one). So click FILTER>OTHER>OFFSET,
and select 500 Horizontal and 500 Vertical. If that's not
enough, then you can CTRL-F (to repeat the offset) as many
times as necessary to get a good workspace.

Paste the clean blue diamond (that you copied to the Clipboard
a few steps ago) to the workspace. It should now be a layer
of its own. Now you can hide the rulers/guides.
Use the ERASER tool (with airbrush settings) to erase the
sharp edges of the new layer. This should start blending with
the background. Once you're happy with the edge, MERGE the
top layer with the background layer. Now you should be working
with one layer.

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Erasing the edges of the newly-pasted diamond layer.

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Now it's time to clean the
seam – this is the true art of the texture. On the toolbar
click the CLONE STAMP TOOL (the icon with the ball as the
handle). This works like a vacuum, which picks up texture
from one area and sprays it out to another point in an airbrush-like
fashion. This part takes some practice: to select the "vacuum
from" area, hold down ALT, then click part of the texture,
then release the ALT button. To spray that texture over the
seam, simply click again on your "spray-to" area.
Sometimes it's better to just select a section of texture
with the RECTANGULAR MARQUIS, copy, then paste onto a layer
of its own. Move the patch over the seam and erase the edges
with the eraser tool (as with the blue diamond). Then you
MERGE that layer down to the bottom level, and CLONE stamp
it again so that the new part doesn't look exactly like another
part of the texture (similar is okay).

At this point it's a good idea to cross your eyes and see
if any part of the texture "jumps out at you". If
there is a part that jumps out now, it will surely be even
more evident later. If there's a point of excessive contrast,
it's a good idea to tone it down by CLONE-tooling a more subtle
texture on top of it.
If an area is too light, then use the EYEDROPPER tool, with
a 3x3- (or 5x5-) point sample to pick up one of the darker
colors, then use the airbrush to paint that color (use MULTIPLY
as a painting option, with 2% or 3% opacity) over the lighter
color.

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Once you're happy with how the edge is cleaned
up, then SAVE. For this tutorial, I'm assuming you know the
basics of how to apply bitmaps to a mesh within 3DS MAX (Of
course, you can also use another application to test your
tile – Ed.). Open 3DS MAX and in the LEFT viewport,
draw a plane object (standard primitive) that is roughly square
(150x150 units). Rotate the PERSPECTIVE viewport so that you
are looking at the wall.
Open the MATERIAL EDITOR, then under the
first selected material, click the "Maps" rollout.
Then click the "None" slot in the "Diffuse
Color" row, then double-click "Bitmap" option.
Now find your Photoshop texture file. Amazingly, MAX will
work with Photoshop files (it temporarily flattens the image
for use within MAX). The only necessity is that you work with
similarly "aged" versions of the software. So if
the Photoshop file does not load, then you'll have to test
materials saving as JPEG images instead.
Within the "Coordinates"
Rollout of the material editor, make the "U" tiling
5.0, and the "V" tiling 5.0 as well. Click the checkered
cube-looking icon, and then drag the material sample "swatch"
onto the wall mesh. Now you can see it on the model in a tiled
fashion. Render if you like, then return to Photoshop and
fix anything that catches your eye too much in the tiling
test.
Once you make the changes in Photoshop,
then save again, then go back into 3DS MAX, then to the material
editor, then click the "Reload" button. Repeat until
satisfied.

When it tiles properly, you can hear the
angelic choir singing "aaaaaaah" from above.
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