NokiMo
Texturelabs
Texturelabs

patreon


Introduce yourself to the group!

I'll start...

I'm Brady Erickson, originally from LA but now in the San Francisco Bay area.

I've spent the last 17 years primarily working in the film industry. About 50% of my work has been graphics for trailers (Deadpool, The Hobbit, Mary Poppins, Suicide Squad), 30% has been title sequences (Now You See Me, the Step Up franchise haha, Vacation, indie stuff), and the other 20% has been random stuff (been doing a lot of graphics for Will Smith's instagram, which has actually been really fun).

The Texturelabs project is one of those ideas I thought about for years... finally rolled the dice and devoted a pretty ridiculous amount of time to building it... and here we are.

I'd love to hear more about you in the comments below!

Comments

You probably know the basics and then some! But I'll give it a go: I will use a couple of programs to help me, at times, such as Gimp's Filters --> Map --> Tile Seamless... but that technique doesn't work well with a lot of high frequency images; it works best on low frequency images due to the edge blending it does with the opposite edges. There was another program I had once on another system that was for 3d texture artists (I'm blanking on the name of it) that had some nice controls to give me a real good seamless texture basis, but did a lot of repeating of parts of the image used for the texture so I had to still do a fair bit of cleaning of those elements in the texture afterward. I guess what I find is that you generally don't want any real obvious repeating component, so a spot, for instance, in the texture that repeats over and over is real obvious if there aren't other spots in the texture.

Josh Chunick

Hey Josh, Awesome, thanks for the intro! It’s amazing how many of us have an elaborate list of job titles that we’ve occupied over the years. Seems like that’s true of everyone these days, but especially those of us in the creative fields. Glad to hear you’re a texture aficionado. I’ve been working on a number of seamless textures for the site (don’t want to add a section until there’s enough content to justify it)… Any crazy tips on creating seamless? My workflow tends to be some version of offsetting, then cloning the seams… sometimes High Passing to help with big value variations. In any case, thanks for the support, very much appreciated! -Brady

Hi. My name is Josh and I am currently a stay-at-home dad and create map assets for two programs used by GMs running various RPGs to create world/region and encounter maps for their tabletop (now, mostly online) games. I am the guy in those groups on Discord known for creating seamless water and ground textures for use in the mapping apps. Previous to that I've worked as a web designer/developer, multimedia tech, tech support, sign designer, instructor and a host of other jobs throughout my working life. I've been using Photoshop for over 25 years, but it's only been in the last several years that I've been upping my game with it through the amazing tutorials on youtube by Texturelabs and others.

Josh Chunick

Copied from another thread: Hi, Trace Meek here. Originally from Atlanta, Georgia, USA. But moved to the relatively rural western part of Massachusetts in 1988. In my day job I'm a lead web designer and graphics guy at a large company. I do a little video too, and a lot of photography. But I'm always trying to scratch that art itch (including graphic design). I love the work of Shepard Fairey, and the tutorial about doing that style of treatment to a photo caught my eye on YouTube.


Related Creators