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I was curious if anyone had any ideas on how I could replicate this texture? If I start playing around with texture displacements, but it always breaks the mesh.

enter image description here

Any help would be appreciated!

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If you'd rather not spend the poly-budget until render-time, you could do it with a Cycles displacement shader. The features seem to be following the topology, so you could UV unwrap your object with the 'Reset' option. That will make all the quads occupy the whole 0-1 UV space.

Then you can use this sort of shader-tree:

enter image description here

To get this sort of result:

enter image description here

The 'Subtract' and 'Multiply' nodes could be a vector 'Mapping' node, if you prefer, and the 'Vector Curves' could be a 'Color Ramp' node, if you'd find it easier to use.

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  • $\begingroup$ Edit: I was asking you to share your file but I rebuilt it from scratch, powerful method... $\endgroup$ – moonboots Sep 16 at 11:56
  • $\begingroup$ Oops! Maybe I should have shared.. I would have to remake it, it was just a quickie. I'll wait to see whether @Oliver goes this way, and needs more help. $\endgroup$ – Robin Betts Sep 16 at 12:57
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You can try it with the Tissue addon:

  • Activate the Tissue addon. Create your module (make sure the vertices that are on the perpendicular borders can fit):

enter image description here

  • Create your target object (here a sphere), keep in mind that the Tissue addon will use the faces of the target object to duplicate the module:

enter image description here

  • Open the N panel > Edit > Tissue Tools. Select the module object, shift select the target object, click Tessellate, keep the default settings, press OK:

enter image description here

  • It has created a new object. Go in Edit mode and Merge Vertices by Distance. Right click and Shade Smooth. Give it a Smooth modifier and a Subdivision Surface modifier. Increase the Factor value of the Smooth modifier until the new object has a smooth sphere shape, then apply this modifier only:

enter image description here

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