Hi everyone! My name is Rau Castillo, II'm a beginner artist and this is my first time posting on this forum. I would really appreciate if any of you could help me with a question I have.

I'm currently working on a handpainted tileable bark texture. Once I got to the point where I am now, I started looking at other similar bark textures for reference on shadows and lighting and I noticed that a lot of them look like they are more "zoomed in" than mine, and show a smaller area of the tree (I hope that makes sense. I don't really know how to explain it)

Here is my WIP texture and one example of what I talked about to make it more clear:

Mine:

texture found on the internet:

My question is:
Does it come down to personal preference how "zoomed in" a texture is, or are there any set of "rules" on how tileable textures need to be?
I'm doing this texture as a portfolio piece and not for any specific project, so I don't have any requirements that I need to follow. However, I still want to make a texture as if it were to be used in a real game.

I'm still on the very early stages so now would be a good time to change anything, before I move on.

Any help would be greatly appreciated! :smiley:

Thank you very much in advance,

Rau

You just need to make sure you have enough pixels per inch. Always draw big because you can always shrink it down if you need it. Style also has a hand in your issue as well.

So one thing you can do is upload this texture into a modeling program like blender3D or a game engine like unity or unreal engine to look at it on a 3D surface. If its a 2D game the texture is for you can also make a mock up in Photoshop or whatever drawing program you use.