I did not have the time this week to make those textures tile with the others, they only tile with themselves. So you would fill it was all grass02.png, etc.
Here's the overall process I would recommend:
1) select a 64x64 area of the original texture that feels very uniform, nothing stands out
2) copy/crop this area to a new file
3) filter>other>offset, 32 and 32 (or whatever half your texture size is)
4) blend the edges that now appear as a cross in the middle. I used a smudges brush with 100% strength and mostly drag the lights and darks over the line.
5) test to make sure you like it (I go to edit>define pattern, then open a larger document and go to edit>fill using the pattern I created) repeat step 4 until you're happy with it
6) to make more in your tile set, copy your layer and delete out the center of your texture, i deleted a 58x58 square from the middle
7) fill it the hole with a new area selection from the original texture
8) blend edges again, this time it's a square shape you must blend, try not to touch the pixels on the very edge
9) test tiled alone
10) test tiled with other textures
I included the two textures created from this tutorial
Sorry for the delay, making more than one texture tile that would seamlessly tile with the others would require some designing and therefore more of a time commitment than I had available this week.
But I was able to make some standalone tileable textures out of that original grass texture. So maybe one of these will work for you.
I just cropped a 64x64 section of the texture, user filter>other>offeset by 32 pixels, then blended the edges.
So have like 4+ versions of the grass texture and no matter what combination you tile them, they will look good without obvious patterns? Easiest way would be to pick and sample and keep the edge pixel the same on all sides and then replace out the middle section for the new tiles. I probably could put that together for you. 64x64 okay?
Resizing a 1024 texture down to 64 or 32 is going to give you relatively little detail left. When your tileset is down to 64 or 32 pixels, you're entering pixel art territory.
Now if you want to resize your existing texture but are getting artifacts I have a couple tips.
First, make sure you are keeping the file as a PNG. PNG are lossless image format, which means you don't loss quality. JPG is a lossy image format, which means it will sacrifice image quality for a smaller file size.
Second, change the way you downsize the image. I use photoshop and the default settings for resizing your image is "Bicubic Automatic" which is great for downsizing photographs, but for game art can create a blurry mess. So you might want to consider changing this setting to "Nearest Neighbor (preserve hard edges)". This will give you a sharper look and is best for pixel graphics. You still might have some pixels that need editing so it looks good when being tiled, but it gives a better starting point.
I did not have the time this week to make those textures tile with the others, they only tile with themselves. So you would fill it was all grass02.png, etc.
Here's the overall process I would recommend:
1) select a 64x64 area of the original texture that feels very uniform, nothing stands out
2) copy/crop this area to a new file
3) filter>other>offset, 32 and 32 (or whatever half your texture size is)
4) blend the edges that now appear as a cross in the middle. I used a smudges brush with 100% strength and mostly drag the lights and darks over the line.
5) test to make sure you like it (I go to edit>define pattern, then open a larger document and go to edit>fill using the pattern I created) repeat step 4 until you're happy with it
6) to make more in your tile set, copy your layer and delete out the center of your texture, i deleted a 58x58 square from the middle
7) fill it the hole with a new area selection from the original texture
8) blend edges again, this time it's a square shape you must blend, try not to touch the pixels on the very edge
9) test tiled alone
10) test tiled with other textures
I included the two textures created from this tutorial
I would suggest contacting the local IGDA and any other local game development groups.
Sorry for the delay, making more than one texture tile that would seamlessly tile with the others would require some designing and therefore more of a time commitment than I had available this week.
But I was able to make some standalone tileable textures out of that original grass texture. So maybe one of these will work for you.
I just cropped a 64x64 section of the texture, user filter>other>offeset by 32 pixels, then blended the edges.
So have like 4+ versions of the grass texture and no matter what combination you tile them, they will look good without obvious patterns? Easiest way would be to pick and sample and keep the edge pixel the same on all sides and then replace out the middle section for the new tiles. I probably could put that together for you. 64x64 okay?
Resizing a 1024 texture down to 64 or 32 is going to give you relatively little detail left. When your tileset is down to 64 or 32 pixels, you're entering pixel art territory.
Now if you want to resize your existing texture but are getting artifacts I have a couple tips.
First, make sure you are keeping the file as a PNG. PNG are lossless image format, which means you don't loss quality. JPG is a lossy image format, which means it will sacrifice image quality for a smaller file size.
Second, change the way you downsize the image. I use photoshop and the default settings for resizing your image is "Bicubic Automatic" which is great for downsizing photographs, but for game art can create a blurry mess. So you might want to consider changing this setting to "Nearest Neighbor (preserve hard edges)". This will give you a sharper look and is best for pixel graphics. You still might have some pixels that need editing so it looks good when being tiled, but it gives a better starting point.