[Tutorial] Equalize textures

Share material or textures that you created with other licensed users.
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Rombout
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gnuiorc wrote:I always used this one:

https://library.creativecow.net/article ... tiling.php

Ciao,
Gio
Essentially same steps, though also destructive method. Never work destructive :mrgreen:
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Hieru
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That works brilliantly Rombout, thanks :clap:

I've been using PG's method for a while, but I often fond myself in situations where it doesn't quite work. Your approach shows me where I was going wrong :thumbup:
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Pixero
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@Rombout Thanks will try it. :thumbup:
What Peter Guthrie technique are you talking about? Has he made a tutorial somewhere I haven't seen?
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JQL
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I have always done it with Krita. It works on higher bit depth textures:

I do it with Krita.

1 - Hit "w" to tile the texture in the viewport;
2 - Use clone brush to remove seams;
3 - Duplicate texture's layer;
4 - Blur that layer and desaturate;
5 - Use grain extract blending mode.
6 - done
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Pixero wrote:What Peter Guthrie technique are you talking about? Has he made a tutorial somewhere I haven't seen?
The one Pawel Filip references in your original link.
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Pixero
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:oops: I think I must re read it. :lol:
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JQL
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Try Krita... Hit W... magic!
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Rombout
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Well i try to hammer people on working non-destructive, this will always keep the original. As my job is graphic design, using this method can save tons of time. Also i do tons of graphic design which need to be formated to different aspect ratio or dimenions. When i work in non-destructive mode. All the image keep the original pixels, so i can down scale but later can up scale it again. Though keep in mind upscaling has a limit ofcourse! Enlarging it way above the original size will blur it ofcourse as photoshop needs to guess all the pixels in between due to enlargement.

One thing im waiting for as i hope once they will do this, is an option to make mask smart objects.
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Thank you, this is coming in very handy!!!
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JQL
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If you take non desctructive seriously, you should look at substance tools.

With painter you paint with textures at 1024 (1k) and export at 8k if you want (and your gpu can handle it).

With designer you create materials at 1k and you can scale up to 32k.

All processes are non desctructible and mesh related. You change the mesh and the texture adapts to it.

With a coupke of steps you get tile maps, shadow removal, normal maps, height maps, roughness maps... You name it.

Amazing stuff.
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