Seamless Textures in Photoshop

Seamless Textures in Photoshop

We will be using the sponge photo to create our seamless texture.

Click and download the above image IF you want to follow along using the same image otherwise use your own.

Step 1: Get your image or texture

The first thing you should do after getting your texture is open it in Photoshop.

step-1 seamless

Step 2: Re-size the image

On the top menu bar select Image>Image Size and adjust it to be 800 by  600. You do not need to use 800 by 600 for say as long as you got a square. A more accurate size actually might be 700 by 700 or even 1024 by 1024 – 1K Texture size.

step-2 seamless

Step 3: Offset the image

We will now “offset” our texture into four equal parts. The offset is what allows the image to repeat (or tile). From the top menu bar select Filter > Other > Offset.

step-3 seamless

Enter 400 for Horizontal Offset and 300 for Vertical Offset. These values are actually half of the original values. 800/2=400 and 600/2=300

You will now see the image appears to have been cut into four segments:

step3-2 seamless

The offset image clearly has a vertical and horizontal “seam”. We will eliminate those using the Clone Tool.

Step 4: Removing the seams with the clone stamp tool

With the clone stamp tool, you can copy, or clone copies of a portion of an image and paint them onto any other part of the image. The size of the area copied depends on the brush size you select from the brushes pop-up menu on the tool’s options bar.clone-stamp seamless

brushes seamless

When cloning, it’s always best to use a brush with soft edges as a hard edges brush can actually create more seams. From the Brush Drop Down Menu, select a 21 pixel diameter soft edge brush. You can select a larger brush if you feel as though you need it.

Now that we have picked the brush size we are ready for the clone tool. The clone tool is located on the tool bar and looks like a rubber stamp. Click the clone tool and move your mouse pointer over the image. You should see a circular outline of the brush you selected earlier.

Hold down the ALT key while left clicking to pick up, or copy the image data you want to clone/copy/transfer. Then move the pointer to where you want to apply that data and click, or click and drag. A cross-hair will appear to indicate where you are copying from. When you start painting, the cross-hair will be at the spot where you Alt-clicked.

Be careful around the edges of the texture if you blend the edges too much it won’t seem “seamless” after your done, and you’l need to go over them some more to get it seamless. Remember CTRL+Z is the undo method in Photoshop.
explain seamless
The above image is just an illustrated example. You don’t have to follow it exactly and the way you clone will be different for every texture.


By selecting pixels from random areas on the image, then applying them to the seams, we can blend all four sections of our image together.

The final result:

This texture I think might of not been the best choice for this tutorial, but as you can see with some work you can get a texture that is tillable eventually. In the below image the sponge is tiled twice. It took me about 10 minutes normally takes less time.

final seamless
Image is tiled twice on a plane in Cinema4D to demonstrate the tile-ability of this particular texture after cloning. It is not perfect, but is pretty good. With a little more work it could be better.

I hope you guys enjoyed this tutorial!

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Physically Based Rendering

Physically Based Rendering

physically based rendering example

PBR or Physically Based Rendering has been a hot and rising topic lately. As video game engines evolve they PBR has been getting more attention. PBR is just a theory actually that is an implementation of certain texture maps with certain lighting levels to make an object look more “real”. It took me awhile to figure that how actually as I thought it was some fancy new way of rendering things in a game, but its not.

The Unreal engine uses physically based rendering, and you can read all about it on their site here at

Unity 5 will support PBR. The difference between PBR and currency rendering methods is just maps. PBR uses more maps to create effects that make things look better.

Traditionally in a game you used just a few maps:

  • Color Map – Base Texture
  • Diffuse – Ambient Occlusion / Dirt Map
  • Specular- To make certain parts reflect or vice verse
  • Normal / Bump – Makes you perceive depth to save on polygons

There are other maps that have a more specific purpose, but I won’t write them. Instead I will provide this screenshot from Cinema4D’s material editor.

physically based renderingI myself am still learning about this. For the most part it seems to me that to achieve a PBR you pretty much got to use more tools. By this I mean you need more than Photoshop. In reality you don’t need more than Photoshop, but realistically you do.

Some great tools exist to create great PBR textures. Substance Painter, and Substance Designer are two softwares that are excellent for PBR. They cost a pretty penny, but for what you get is a much more fair price than what Autodesk or Adobe charges. Below I’ve embedded a video that showcases Substance Painter.

If your like me this makes your drool.

Anyway I’ll cover more of this topic later, and try to make and post some Physically Based Rendering textures till than please like a share this post around the web! :)

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Screenshots & Photoshop

Screenshots & Photoshop

Screenshots & Photoshop

You might not know it but Screenshots & Photoshop go together like butter and bread.

While you might already know if you press Print Screen that you can press CTRL-V to paste a screenshot in paint you might not know you can do the game in Photoshop.

For paint you just start it up and paste it in.

For Photoshop it is slightly more steps, but not much more and the great part is Photoshop knows when you got an image ready to paste!

So the first step is simple take a screenshot. Now open Photoshop, nothing should happen right away. Go up to file, click new, and you will notice that the Width, and Height of the image are either quite small or quite large… depending on the size of your screen shot. It automatically adjust so don’t touch these values if your paste a screen shot.

I got two monitors at different resolutions so my screenshot size is 3200x by 1080x. When taking a screenshot with multiple monitors hooked up it will always take a screenshot of all the monitors combined together. If there is a way to make the print screen option not do this than I don’t know about it, and you should leave a comment if you do. :)

So now you should name your file and click “OK”. It will likely be a blank image in front of you. You should now press CTRL plus the V key together to paste in your image. That is how you paste a screenshot into Photoshop the quick simple, and easy way. It might seem like a lot of steps written out, but it literally only takes seconds to accomplish, and can save you the time of pasting the image(s) into paint than opening them in Photoshop it is just one more step you can cut out of the equation.

I really hope you enjoyed this Photoshop tip! Check back here at

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