Seamless Texture Generator

To make a texture seamless, drop a photo of a surface below. The tool blends its edges with a shifted copy so left meets right and top meets bottom, evens out a bright corner, and shows it tiled 3 x 3 so you can check for seams. Download the tileable PNG at up to 4096 px.

Free · no signup · your files stay in your browser

Loading the seamless texture tool...

How to make a texture seamless

  1. 1

    Drop an image

    A PNG, JPG or WebP photo of a surface: stone, wood, grass, fabric, sand or concrete. A straight-on shot works best.

  2. 2

    Check the tiled preview

    The result is shown repeated 3 x 3. Compare it with "Your image tiled" to see the seams it removed.

  3. 3

    Tune it

    Blend width sets how far in the edges are blended. Even out lighting removes a bright corner or a dark side.

  4. 4

    Download

    Save the seamless PNG at up to 4096 px and use it as the color map of your material, or make a normal map from it.

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Frequently Asked Questions

Yes. It runs in your browser with no signup, no watermark and no limit on how many textures you make. Your image is never uploaded; it is processed on your device.
It shifts the image by half its width, so the old middle sits at the left and right edges, which then match when the image repeats. Near the edges it shows that shifted copy and fades back to your original toward the middle, which hides the join. It does the same top to bottom, then subtracts slow changes in brightness so a tiled wall shows no repeating light patch. It is the offset-and-blend method GIMP and Photoshop users do by hand.
A blend width of 0.4 to 0.6 suits most textures; go wider if you still see a seam, narrower to keep more of the original. Raise Even out lighting when one side of the photo is darker, and set it to 0 for textures that are already evenly lit.
Yes. Choose 4096 px as the output size. Your image is never enlarged, so start with a photo that is at least 4096 px on its longest side. 4K can be slow on phones.
Near the edges your image is blended with a shifted copy of itself. On busy, random surfaces such as stone, sand, grass or bark this is invisible, but a single large object or strong straight lines (bricks, planks) can show up twice, faintly. Narrow the blend width, or use a photo that shows more of the surface.
Blender: plug an Image Texture into Base Color and scale the Mapping node above 1. Unity: import with Wrap Mode Repeat and raise the material Tiling. Unreal: keep Wrap tiling and multiply the TexCoord node. Godot: load it into Albedo of a StandardMaterial3D and raise UV1 Scale.
No. It makes your own image tileable; no AI model is used and nothing is invented. For ready-made tiles, browse the free texture library.
Yes. Download the seamless texture, open the normal map generator and turn on Seamless there, so the normal map tiles as well.