Seamless Texture Generator Online: 380+ Patterns, 5 PBR Maps

Texturic for SketchUp logo

⬇ Open the Texturic web editor

Texturic makes seamless textures and PBR maps in your browser. Pick one of more than 380 laying patterns (herringbone, chevron, brick bonds, hexagon, fish scale, planks, stone and more), pick a material from a library of more than 1,400 images or use your own, set the sizes and joints, check the result on the canvas and download the maps: Texture (albedo), Normal, Metalness, Roughness and Ambient occlusion. Looking, editing and previewing are never counted; three downloads a day (the maps .zip or the colour .jpg) need no licence, and a 3dshouse sign-in is asked at the first download.

What the web editor does

  • Seamless by construction. The image is one rectangular repeat of the pattern, so it tiles without a visible edge. A dotted frame on the canvas marks exactly the image a download saves, with its size in millimetres written on it.
  • More than 380 laying patterns. Each has its own address, for example herringbone, and the all-patterns page has a search box and Layout and Shape filters.
  • More than 1,400 materials in 30 categories, from wood, stone and marble to metal, fabric and soil. They are a library of CC0 images, so commercial use and redistribution are allowed. Each material also has its own address, for example oak grain. You can also upload a .jpg or .png of your own, or pick a solid colour.
  • Joints and edges. Joint colour or joint image, gap widths between rows and between the tiles of a row, joint depth, and an Irregular option that gives tiles a wavering edge.
  • Five maps from one layout. The colour and the relief line up because every map comes from the same layout. A select over the canvas switches the preview between them.
  • Two or more materials in one texture. The + Add material button adds another material to the list; a Material distribution choice (Random, Checkerboard, Stripes or By tile) decides which tiles take which.
  • mm or in. A switch in the panel header sets the unit of the lengths you type and read.
  • Works on a phone. On a narrow screen (checked at 390 x 844) the canvas fills the screen and the panel becomes a sheet at the bottom that you can drag up by its handle; the Download textures button stays at the foot of the sheet, and the map select and Fit stay on the canvas.

How to make a seamless texture, step by step

  1. Open the editor. Go to 3dshouse.com/textures/, search or filter, and click a pattern or a material. The editor opens on it, for example herringbone in oak. The panel on the left holds the settings, the canvas on the right shows the texture.
  2. Pick the pattern. In the Pattern section press the pattern button to open the picker, which has a search box and the All layouts and All shapes filters. Then set the pattern’s own fields (herringbone has Length, Width and Planks per row), the Rotation and the number of Rows and Columns, from 1 to 30, that the image holds.
  3. Pick the material. In the Material section press the material button. Choose a category or type in the search box, or press Upload image for your own .jpg or .png, or Solid colour. Under Image settings you set the photo’s Real width in millimetres, brightness, contrast, saturation, hue and a rotation of 0, 90, 180 or 270 degrees. + Add material adds another material to the list, each with its own Image settings, arrows to move it up or down and a Remove button; then Material distribution (Random, Checkerboard, Stripes or By tile) decides which tiles take which.
  4. Set the joints. In Joints pick a Joint material (a solid colour or an image) and set Horizontal joint (the gap between rows) and Vertical joint (the gap between the tiles of a row). Joint depth, Concave joints and Recess joints (soft shadows in the joints) shape how the joint reads in the maps. The joint’s roughness is set in the Roughness tab of PBR maps (step 6).
  5. Shape the edges. In Edges tick Irregular to give the tiles a wavering edge; Variation, Spacing and Jaggedness become available once it is on.
  6. Tune the maps (optional). In PBR maps the tabs Normal, Roughness and Metalness have their own settings. Roughness has a Base roughness slider (50 % to start) and, as its last row, Joint roughness; Metalness a Base metalness slider (0 % to start). Every tab has a Source image choice (None, Grayscale or Find edges) that lets the map read the picture itself, with Brightness, Contrast, Opacity and Invert to adjust it; on Normal, choosing a source also shows Depth in millimetres, how far the darkest parts of the picture sink below the tile face. The Normal tab shapes both the Normal and the Ambient occlusion maps; Ambient occlusion has no tab of its own.
  7. Check the result. Use the Map on the canvas select at the top right of the canvas to look at Texture, Normal, Metalness, Roughness or Ambient occlusion. Scroll to zoom, drag to move, and press Fit to reset the view.
  8. Download. Press Download textures at the bottom of the panel. Pick the Size (1K, 2K, 3K or 4K), tick the maps under Maps to save, then press Download maps (.zip) for all ticked maps as PNG files in one .zip, or Download texture map (.jpg) for the colour texture alone.

Once you change a setting, the address bar is rewritten to hold your settings, so you can reload the page, copy the link to come back to the same texture or send it to someone.

What each downloaded map is

Map What it holds How to read it
Texture (albedo) The colour of the tiles and the joints. Goes in the base colour slot. Download it alone as a .jpg, or inside the .zip as a PNG.
Normal The relief of the tiles and joints as surface direction. Flat areas are light blue. Follows the OpenGL convention: green points up the image.
Roughness How rough each point is: brighter is rougher, 0 % is a mirror, 100 % is matt. The joints have their own value in the Joint roughness slider of the Roughness tab. Goes in the roughness slot; Blender’s Principled BSDF describes 0.0 as a sharp reflection and 1.0 as a diffuse one.
Metalness How metallic each point is, set by Base metalness in the Metalness tab. At the default of 0 % the whole map is black. Goes in the metallic slot; Blender documents it as a blend between a dielectric and a metal.
Ambient occlusion White where the surface is open, darker in the joints. Goes in the occlusion slot of programs that have one.

The Normal and Ambient occlusion maps come from the layout you set, not from a guess at the photo, so the depth of a joint in the maps is the Joint depth you typed. Blender is named here only because its manual was opened for this guide; the maps were not test-rendered in it.

Sizes and files

The Size is the long side of the image: 1K, 2K, 3K or 4K, where K is 1024 pixels, so the largest file is 4096 pixels. The window starts at 2K and prints the size in pixels and the uncompressed size of each map before you press anything. The size sets the pixels of the image, not the real-world size of the repeat; that comes from the pattern’s sizes, Rows and Columns, and it is the figure written on the dotted frame. Files are named after the pattern: the .zip is texturic-herringbone-maps.zip and with all five maps ticked holds five PNGs (-albedo, -normal, -metalness, -roughness and -ao after the pattern name); the colour .jpg is texturic-herringbone-albedo.jpg.

Using your own image

In the material picker press Upload image and pick a .jpg or .png. Uploaded images are stored on 3dshouse servers, which is why this step asks you to sign in with your 3dshouse account, and an account has a limit on how many images it can keep. Set the photo’s Real width under Image settings so the pattern is drawn at the right scale. Use only images you have the right to use. The built-in library is CC0 only and has no scans of our own.

Limits

  • Not every angle works. Rotation is a number box, and an angle for which the pattern has no exact rectangular repeat is refused: the canvas shows a message saying so and suggesting angles such as 0, 45 or 90 (on herringbone, 30 and 37 are refused). A value outside 1 to 30 in Rows or Columns is refused with a message too.
  • Rows and Columns go from 1 to 30, and the largest image is 4096 pixels on the long side.
  • The web editor saves files. It has no Apply as material and no 3D view; the SketchUp extension applies the texture inside the model.
  • Flat only. The relief lives in the maps, not in geometry. Real 3D tiles are TileUp’s job.

Availability and terms

Terms of the web editor: opening the editor, browsing patterns and materials, changing settings, switching maps and looking at the preview are never counted. Downloading the maps .zip or the colour .jpg is one use; 3 uses per UTC day need no licence, and further downloads need Texturic Pro, a lifetime licence. A 3dshouse account is asked for at the first download (a sign-in card appears, then the download goes ahead), and the daily count is shared with Apply as material in the SketchUp extension. Uploading an image of your own also needs a 3dshouse sign-in.

Texturic in SketchUp, TileUp and Hatchy

  • Texturic for SketchUp: the same editor inside SketchUp, with Apply as material adding the texture to your model.
  • TileUp: real 3D tiles on the faces you select, with thickness, joints and a takeoff of full and cut tiles.
  • Hatchy: the same patterns as hatch (.pat) files for CAD programs, at 3dshouse.com/hatches/.

FAQ

What is the Texturic web editor?
A texture maker that runs in your browser at 3dshouse.com/textures/. You pick a laying pattern such as herringbone, brick bond or hexagon, pick a material image, set sizes and joints, and download a seamless texture with its PBR maps.

What does it cost to use?
Opening, editing and previewing are never counted. Taking a result out (the maps .zip or the colour texture as a .jpg) is one use: 3 uses per UTC day need no licence, and further downloads need Texturic Pro, a lifetime licence. A 3dshouse account is asked for at the first download, and the same daily count covers Apply as material in the SketchUp extension. Using an image of your own also needs a 3dshouse sign-in, because uploaded images are stored on 3dshouse servers.

Which maps do I get?
Five maps: Texture (the colour, also called albedo), Normal, Metalness, Roughness and Ambient occlusion. There is no separate height map; the relief is carried by the Normal map. You tick the ones you want in the Download textures window and they come as PNG files in one .zip; the colour texture can also be downloaded alone as a .jpg.

Are the textures really seamless?
Yes. Texturic renders one rectangular repeat of the pattern, so the image tiles without a visible edge. The dotted frame on the canvas marks that image, and Rows and Columns set how many repeats it holds.

What sizes can I download?
The Size choice is 1K, 2K, 3K or 4K, starting at 2K. K is 1024 pixels on the long side, so 4K is 4096 pixels, the largest size.

Can I use my own photo?
Yes, a .jpg or .png, or a solid colour. In the material picker press Upload image (you are asked to sign in with your 3dshouse account) and set the photo’s Real width in millimetres under Image settings so the pattern is drawn at the right scale.

Where do the library textures come from?
The library has more than 1,400 materials in 30 categories. Every image is licensed for commercial redistribution (CC0), so the textures you make from them can go into client work.

Why does Texturic refuse the angle I typed in Rotation?
A seamless texture needs a rectangular repeat, and not every angle gives one for every pattern. If an angle has none, the canvas shows a message that there is no rectangular repeat at that angle and suggests angles that fit the pattern (it lists 0, 45, 90), instead of drawing a texture with a visible seam. On herringbone 0, 45 and 90 work; 30 and 37 are refused.

Does it work with Blender, Unity or my renderer?
The five maps are the standard inputs of a PBR material: colour, normal, roughness, metalness and ambient occlusion. Texturic has no export presets for a particular program, so connect each file to the matching slot of your material; the normal map follows the OpenGL convention (green up). Check what your program expects.

How do I get the texture into SketchUp?
Use the Texturic extension for SketchUp: the same editor inside SketchUp, with an Apply as material button. The web editor itself saves files and has no Apply as material.

Does it make 3D tiles or hatch files?
No. Texturic makes flat textures and maps. Real 3D tiles with thickness and a joint gap are made by TileUp, and the same patterns as hatch (.pat) files for CAD programs by Hatchy.

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Nguyen Huu Khanh

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