Seamless PBR Texture
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Seamless PBR Texture
Albedo – Normal – Ambient Occlusion – Height – Roughness
Example of a PBR seamlees texture from a photographic shot:
4K Render
Snapping the Right Photo
You may want to have a texture based on an existing material, for example a floor tile, roof tile or some kind of brick wall, etc…, thus having a unique material for your projects.
It is possible to have a texture based on an existing material, for example a tile, roof tile or some kind of brick wall, etc., thus having a unique material for your projects.
You can send us the type of texture based on high quality photos. With a high quality photo we can create 1k, 2k, 4k, 8k and 16k PBR textures. These texture maps can be used in Unreal Engine, Unity, Blender and many other 3D, Game Design, and CAD solutions.
It is important to know exactly what to take and how. If you need to create a uniform texture for a brick wall, go to the location and take some photos. Try to build your library so you have images that you can pull from when you need other textures. If you’re going to take the do-it-yourself approach and take your own photos, there are some very important things to keep in mind to take the perfect photo. The first thing to make sure is that you are looking parallel to your subject.You don’t want to view it at an angle and you also don’t want the camera to rotate at all. You want to try to take the photo as straight as possible.
If you want help, you can consult us.
Tips: If the photo was taken at an angle then this can cause some strange distortion in the texture and will be nearly impossible to tile correctly. Here is a great example of a bad angle, you can see because of the view that the photograph was taken there is a slight perspective where the bricks further away are smaller. This would be a very difficult photo to use as a material seamless texture.
The last thing you’ll want to make sure of is the lighting in the shot is nice and even. You don’t want to have any hot spots in the image. If you’re outside try to find an area where the lighting is even across the surface which will make it much easier when having to tile the textures.
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