If you are using a procedural material like this it should automatically be seamless. If you are baking this out into a texture map then you would need to make the map seamless using something like GIMP or Photoshop.
@@JSAbbott When I use the Ray distance calculator it stays analyzing for hours and doesn’t seem to be doing anything and won’t let me click copy results. I have a really good PC so I don’t think that’s the problem either do you know what I might be doing wrong?
@@Joshlewisgaming I'm not sure what could be wrong. I don't use xNormal very often myself. The developers are on Twitter (twitter.com/xnormalapp) and should be able to help you.
it's pretty cool this tutorial, my question is how can I changed the pattern on the wall. I want to generate different wall, Im not sure if I explain myself. Have the musgrave texture able to offset so I have different pattern figures.
If you want to make a different style wall, you would need to play with the modifiers. You could try playing with the Voronoi texture. This is procedural so it will be different each time you make changes. You could try one of the other default textures or find/make an alpha that would allow you to use an image for the texture.
@@no.54reddog33 Yes, If it is too small it might not work. You could scale it up and see if that helps. If it does, work on it at the larger scale. After you have applied all of the modifiers you should be able to scale it down - just be careful not to overdo the size of your displace modifier or it might look weird at a smaller scale. I would recommend making a bunch of copies and trying various scales with each one to see what works best when you scale it down.
That's why you need to add the extra loop cuts to the wall (1:08). You can still go into edit mode and add the edge loops even if you've already added the subdivision.
Thanks for letting me know. I did contact them to let them know. I did find this link that should work (use at your own risk): www.khronos.org/collada/wiki/XNormal
I've been looking for a quick way to add texture to a mesh and this gave me enough of the basics to mess around with it, in a short time. Good video!
Glad I could help!
Really nice. Learned quite a bit with this!
Great to hear!
Hey @JSAbbott, It was a great tutorial. I'm curious, is there a way to make displacement seamless? (To make it seamlessly tileable).
If you are using a procedural material like this it should automatically be seamless.
If you are baking this out into a texture map then you would need to make the map seamless using something like GIMP or Photoshop.
Finally a really good tutorial. Other tutorials use many modifiers and the rendering time took so long
Glad I could help!
OMG This is what i need! Thx a lot!
Happy to help!
Beautiful and very informative!
Thank you!
1:45 how do I get the image to have the faces from the cube? when I add a new image it’s empty am I missing anything?
If you mean the UVs - I just used the automatic unwrap. You won't see anything on the UV Map itself unless you have the cube selected.
@@JSAbbott thanks I was using the image editor rather than the UV editor 😂
@@JSAbbott When I use the Ray distance calculator it stays analyzing for hours and doesn’t seem to be doing anything and won’t let me click copy results. I have a really good PC so I don’t think that’s the problem either do you know what I might be doing wrong?
@@Joshlewisgaming I'm not sure what could be wrong. I don't use xNormal very often myself. The developers are on Twitter (twitter.com/xnormalapp) and should be able to help you.
it's pretty cool this tutorial, my question is how can I changed the pattern on the wall. I want to generate different wall, Im not sure if I explain myself. Have the musgrave texture able to offset so I have different pattern figures.
If you want to make a different style wall, you would need to play with the modifiers.
You could try playing with the Voronoi texture. This is procedural so it will be different each time you make changes. You could try one of the other default textures or find/make an alpha that would allow you to use an image for the texture.
Thank You Very Much!!!
Welcome!
Very nice! Thank you very much!!!
Glad you like it!
ur cracked, thanks fam
No problem
Trying to follow this and by the time I get to applying a displace modifier, I end up with a ball, rather than a wall. What am I missing?
Did you have loop cuts toward the tops and sides of the wall first (1:08)?
@@JSAbbott yes, top and bottom and both sides
@@no.54reddog33 Did you apply the subdivision modifier first?
@@JSAbbott Yep. My wall is quite a bit smaller than yours, should that matter? Am trying to make something to 3d print.
@@no.54reddog33 Yes, If it is too small it might not work. You could scale it up and see if that helps. If it does, work on it at the larger scale.
After you have applied all of the modifiers you should be able to scale it down - just be careful not to overdo the size of your displace modifier or it might look weird at a smaller scale.
I would recommend making a bunch of copies and trying various scales with each one to see what works best when you scale it down.
it doesnt work for me :( The subdivision make my plane a circle, so the stone look super weird
That's why you need to add the extra loop cuts to the wall (1:08). You can still go into edit mode and add the edge loops even if you've already added the subdivision.
The website isn't working
Thanks for letting me know. I did contact them to let them know.
I did find this link that should work (use at your own risk): www.khronos.org/collada/wiki/XNormal
They have been experiencing server issues.
The site is now available.
Mine looks like shit compared to yours somehow..
You just need to play with the nodes and you will get there :)