
- I will start with a simple roof tile, and lay it out in a tileable pattern. I then create variation by duplicating and tweaking the original tiles, and randomizing each tiles position/scale/rotation.
- Next, I fix any overlapping errors by hand. Once my high-poly is finished, I bring the baked maps to Photoshop, and use a combination of photo sources and hand-painted details to finish the texture.
- If you are familiar with other software, such as Zbrush and Substance, you should be able to integrate them in different parts of the workflow (for example, you can leverage SD's procedural tools to create masks, and Zbrush to sculpt the individual tiles).
- This workflow can be used to create all sorts of textures: Sidewalks, stone or brick walls, tile floors, you name it.
- This is how I create most of my textures for Overwatch, and the goal of this tutorial is to teach how to make hand-crafted textures like this.
Artstation - Terrain Tile Texture and Rock Game Asset Sculpting Tutorial
https://www.artstation.com/marketplace/p/xm1X/terrain-tile-texture-and-rock-game-asset-sculpting-tutorial
A full run through of creating a tilling terrain texture and rock asset set from scratch using Zbrush and Photoshop/Quixel. Showcasing techniques for sculpting rocks in Zbrush and creating terrain in World Machine. Concluding with showing the workflow of transferring the Zbrush sculpture to a low res game engine friendly mesh for texture tilling and rendering in Marmoset.


Teo Onice pearl Floor/Wall Tile
https://3dsky.org/3dmodels/show/teo_onice_pearl_floor_wall_tile
Platform: 3dsMax 2017 + obj Render: Corona


https://3dsky.org/3dmodels/show/decorative_wall_plaster_texture_4k_seamless

Decorative Wall Plaster Texture 4K - Seamless
https://3dsky.org/3dmodels/show/decorative_wall_plaster_texture_4k_seamless
Platform: Текстура Render: Vray+Corona

Grunge Wall Surface Texture Background AZF64XX
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