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create seamless textures for a Unity WebGL software with normal map and bump map

We have seven wood textures that have to be created for an online cabinet maker based on Unity WebGL.

The textures must be seemless.

The height and width of the texture must be a multiply of 2, both width and height should be equal.

Furthermore there are six different colours, they are seamless and need normal map and bump map as well.

Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not changed.

Normal mapping is the most common variation of bump mapping used.

Link wood images:

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Attached an example of a seamless wood texture and normal and bump map.

Furthermore attached the needed colours.

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Unity current shader needs 4 maps (textures) for each wood material (type):

- Color, albedo (RGB)

- Metallic (grayscale) - it can be also specular, which is almost the opposite, for wood it is mostly black,

- Smoothness (grayscale) - it can be also roughness, which is the opposite,

- Normal (RGB) - can be also obtained from albedo by baking it using just contrast of colors and other techniques, but is is only done if real normal map is not present,

Preferable are PNG (jpg has issues with "washed" out or "flat" colors due to high compression. Another issue color depth, 16 bit preferable) format 4096x4096, or 2048x2048 (I do rescale them to free space and make build smaller, but the original textures should be highest wuality as possible, so when used e.g. for baking other maps, we do not loose quality).

Then, current Unity shader needs Smoothness texture to be packed with Metallic, where smoothness will be the alpha channel.

Please see how "Corrected" textures where converted into final Unity. So finaly we have:

- Albedo,

- Metallic and smoothness,

- Normal,

Original textures had some small technical issues:

- Some bump maps were just black - unusable, mostly ignored as normal map is enough,

- Some normal maps had artifacts e.g. gray regions. A normal map is mostly bluish, so gray means unusable. I rebaked them from albedo.

- One wood type was only 1024px which I had to rescale and rebake to gain back some details.

I can bake metallic and smoothness textures (maps) on my own, based on albedo (color), but mostly we want to use real maps, not baked.

On the images you can see how current textures looks like in a raytracer (Blender Cycles), a Realtime renderer (Blender EEVEE) and Unity basic WebGL deferrer renderer (sometimes WebGL goes to forward rendering which is even worse).

I tried to match the lightning as possible. Unfortunately, Unity is also not good as preserving good exposure on HDRI maps.

Skills: Graphic Design, Computer Graphics, Unity 3D, 3D Rendering, 3D Animation

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Project ID: #28406084

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artqueen47

Dear sir/Mam, im naveen kumar k. I can read your project for DESIGN seamless textures for a Unity WebGL (ASAP) draft i can provide you. i'm a GRAPHIC DESIGNER we have 5+ year experience in graphics work you can More

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beingmrme

Hello!! Need help with create seamless textures for a Unity WebGL software with normal map and bump map ? We are qualified professional 3D designer with more then25 years of experience. We provide high quality More

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Sangeeth1995

Hi there, Is the work still available? if so, I'm interested in doing this. I have been working in blender for last 2 years most of the textures are made myself using materialize. I am familiar with albedo, normal, dis More

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