05 / 06Co-developed

Texture scanning

Together with a colleague, I built a scanning setup to capture real material surfaces, including their height and depth, rather than a flat photo of them. The scans become textures that hold up in close-ups as well as in wide shots.

All scans and renders are made without generative AI.

Close-up of a dark knitted throw resting on a grey surface
Tool
Scanning setup built with a colleague
Capture
Several cameras and lights over a large surface
Output
Normal and displacement maps
Use
Seamless textures for 3D rendering
Process

From sample to material

How a real surface becomes a texture I can use in a scene. The images show finished textures from the library.

  1. Woven straw-coloured rug on a concrete floor with a small white toy

    Capture

    01

    The material is laid out and photographed with several cameras and lights across a large area.

  2. Wooden chair with a pale leather seat, close up

    Process

    02

    The raw captures are processed into normal and displacement maps that describe the surface.

  3. Light wood veneer tabletop with a small dark bowl

    Retouch

    03

    We retouch and tile the maps by hand into a seamless texture.

  4. Concrete floor tiles in soft light, close up

    Test

    04

    Each texture is tested in renders, and we go back to fix what does not look right.

01 · Why

Why we built it

Many ready-made textures did not give us the sense of realism we were after, so we started scanning materials ourselves.

02 · How

How it helps

The scan records the height and depth of a surface, not only its colour. Retouching and tiling by hand then make the texture large enough to hide repeats while keeping the detail.

03 · Use

Where it is used

The textures are made for 3D rendering and work in close-ups and wide shots alike. They are collected in our shared texture library, texture.supply.

RendersFrom the texture.supply gallery