Architextures (ARTX), is a library of high quality seamless textures for use in architectural drawings and 3D models. All textures on the site are procedural meaning the dimensions, patterns, colours and more can be edited using Architextures Create, our custom-built web app for creating seamless textures. All textures can be downloaded free of charge for educational and personal use. Textures can be used in commercial work by users with a Pro subscription subject to the Terms of Use. By using the Architextures website you agree to the comply with these Terms of Use. Architextures uses cookies for core functions and analytics. By using the website you agree to the use these cookies. Further details about how we use cookies can be found here.

I'm not to happy about the automatic seamless functions included in many image editors either btw. since they tend to either blur parts of the texture or add noticeable artifacts or - as often as not - both.


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It's actually quite quick work and it usually gives a much better result than both autogenerated and mirrored seamlessness. Of course, I tend to go on spending hours tweking the texture to eliminate artifacts and other annoying details but that's just me being me - you don't have to do that unless you are obsessed with details.

Krita has an even more useful feature called the "wraparound mode" it essentially makes your work area repeat on itself infinitely. The tools will also work across the border as if it was the middle of the texture. Extremely handy.

One of my favourite potential uses of AI Visualizer is the creation of seamless textures, however I've been unable to produce a weatherboard texture with a consistent board width. Anyone had luck with this?

Its not clear from the VW AI Visualizer if the VW view is solely used as an Image-to-image denoising process or if the VW view is also put into a low weight control net to get better alignment with the intended initial image. There is a lot more to Generative AI than VW has exposed in this simplified interface.

Though all of my comments about using AI professionally stand. Until the courts sort out copyright issues and the AI companies compensate creators for training the models on unlicensed work, I can't ethically embrace AI as a professional tool. - But I want to be fully informed and proficient when the time comes.

And not only requests but also some solutions on how to achieve this in AD without a dedicated tool. I do not oppose the request for such a tool but I think it is worth to know that it is possible to create seamless textures already now.

Thanks for the warm welcome, Dominik! I have already read alot about Affinity software during my test period and the best solution for now seems to be to offset the image, fix seams and take care not to touch the borders again. But after seeing the realtime Wrap mode in Krita, I wish the Affinity devs will consider adding something like this. But of course it's not a big deal to use Krita for this purpose.

I have created a forum account solely for requesting this feature. Affine and patterns are too slow and cumbersome for painting seamless textures by hand. I use Photo and Designer for game asset production and it would be a lifechanger to have this feature in both applications.

I wanted to thank everyone for their help in this forum. It's an invaluable learning tool. I have a question about Texturing walls, that I'm hoping someone can point me to an article or tutorial about. My question is simple. I have created four walls, and have used one of the wall styles from the Style Browser. Pretty simple and straight forward. Now what I'd like to do is to swap out the Brick texture for a seamless texture I have but, for the life of me, I can't figure out how to do it. Thanks in advance for the help with this.

I'm just checking in again to see if you need more help with this. Did the suggestion I provided last week work for you?


If so, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

You can use the clone brush if you import your seamless textures as patterns and then use the Fill Tool to flood fill a paint layer with a pattern/texture. You can then clone from that to your target/artwork layer.

we have now tiled the zbrush document, there are no seams in the middle lines (!) only left border and top has material seam. that means the lower right square is the texture as we want to have it, without any seams

yes skaven252, i was also surpised it does not work. but i do have strong color bump, and most of the time render exactely with this antialias settings. i tried out the others too, just to check if you made perhaps a typo in your tip. anyway, now its a few more clicks, but its ok for me.

This is my first try at a script so no laughing.

It is very limited - only for 256x256 textures but it appears to work with shadows/different textures.

All it does is automate kokoros method but then rbgmz the middle 256x256 portion of the screen ready to be exported from the texture palette.

(edit)

Just been playing some more with this and found that when the script merges the layers it also turns off best render so I loose the shadows - is there a way to keep best render turned on when layers are merged ?

Has anyone managed to check these out ? I was thinking of adding several buttons (128,256,512,1024 for texturing directx models) would anyone need other sizes or is there a way to find the canvas size and just use that ?

Many thanks

Alan

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I'm currently in the process of setting up a new Doom website, mostly for textures that I am making and tutorials on how to make your own. I have my own game company where I produce the graphics for all of our games and I've realized that the techniques I use to make graphics in our more modern games are quite applicable to making Doom graphics. Since I love Doom so much, I decided to make a site for that very purpose.


I've registered to put the site on but I am still waiting for my host to sort that out.


In the mean time, here's the first tutorial which I have finished today: 


I hope to have the full site up in a few days. I'd just like to know what you guys think of the layout and tutorial style.


Please point out my spelling and grammar mistakes, I am very anal about those.


Thanks.

If anyone is interested, I have the finished website up now at 


I still need to put up some textures and maps, but hopefully I'll have something in there very soon.


I will probably make an official announcement in the Doom Editing subforum once I have something to show off in all of the site sections.

There is a work around for this, tile the pattern into a 3x3 with your image tool, then topaz enhance and center crop. This works very well in any filtering/enhancing tool. It will only fail when the algos are not predictable and vary with result on the same repeated image, this can happen with the random patchy blur vs. details issue that topaz photo ai seems to have, but it is far better than the warped seam in practice.

Of course this wastes time/memory and it would be far better for the tool to figure out how much of an edge wrap around buffer it needs for the algos it uses and do this transparently. So backing you up on the request - for both photo ai and gigapixel ai. Be sure to have x tile, y tile and xy tile seaming options.

I use imagemagick/tpai CLI so it is easy to pre/post process in a .bat file. You just need disk space and cpu/gpu time! The only problem with tpai is it uses the GUI auto preferences only, no controls.

I settled for 2x2 because of 4x the time/space instead of 9x with 3x3, though 3x3 is an easier crop. 2x2 does mean that seam issues show up in the center, 3x3 those issues can appear at the edges so either way is a problem. Low-Rez enhance has issue with cartoony streaks and patchy blurry vs. details that can cause seam issues. If it does not have those issues even when the original texture was poorly seamed it does a great job fixing it. You might need to run a Standard enhance pass since it has the compression fixer while intended for jpeg blockyness seems to work on bad source seams when you pretile. I am doing the 20yr old morrowind RPG and it has some really bad seams! 152ee80cbc

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