Free Texture Package - First Attempt

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
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dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Free Texture Package - First Attempt

Post by dejai »

Hello Everyone,
I had an our or so this morning, I have never used gimp before - well thats a lie, I have used it but never really made a picture with it. And I decided to jump straight into making my first texture package, the particle systems are the best and most of the pictures are just filters with minor enhancements.

I am probably most proud of my Egyptian Wall:
Image

My Cloud is alright, looks a lot like irredits one, but I made it myself:
Image

This was an attempt at some clothing? Or ground.. Wow lol thats a big margin for error :D
Image

Some cardboard packaging:
Image

Grass? HAHA, You Never Know maybe someone want to make a new super mario:
Image

Uv Particle. Don't we just love filters:
Image

I have lots of particles and this ones the most creative.. :
Image

Disclaimer:
They come with no warranty, I am not responsible for any damages. (textures doing damage ) or loss of sanity over how horrible they are.

All textures are 512 X 512 which is a power of 2 texture. All textures are saved as .png

This was all created in Gimp Editor, its licensed under GNU, use freely commercially(like you would) or not but you cannot claim you made them must give me credit for them. Thanks



Download Links:
Browse able Directory
http://irrlicht.dejaigames.com/downloads/Textures/

.Zip Package
http://irrlicht.dejaigames.com/download ... ck%201.zip
And that about wraps this post up please comment, link to tutorials, I need them and tell me what you think.
Programming Blog: http://www.uberwolf.com
Frosty Topaz
Posts: 107
Joined: Sat Nov 04, 2006 9:42 pm

Post by Frosty Topaz »

Thanks for releasing these, dejai!

One little thing I'd recommend since many of your textures are set up for tiling. It may be best to just have 1 full tile on the texture, while some of yours have several. I find having 1 makes it easier to map textures.
Frosty Topaz
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It isn't easy being ice-encrusted aluminum silicate fluoride hydroxide...
Halifax
Posts: 1424
Joined: Sun Apr 29, 2007 10:40 pm
Location: $9D95

Post by Halifax »

I like them so far dejai, keep that portfolio going. I would also like to provide you with some constructive criticism.

* You should also make seamless versions of all your textures that may be used for big things, like sand, floor tiles, etc. If your asking how you should go about this, then try Filters->Map->Make Seamless :D

It works wonders, and don't fear the Make Seamless function is a "smart" function, it doesn't apply the same filter to every image. It recognizes symmetry in any way. e.g. I have a tile texture with one diamond in the middle and four lines coming of the points of that diamond:

|
|
/ \
---\ /---
|
|

Something like that, and seamless texture will make it look like this:

/ | \
|
/ \
---\ /---
|
\ | /

As you can see it makes it seamless so that the edges will match up to make more diamonds. I hope that made sense.

* My second point of criticism is that although some of your textures turned out great for you doing them from scratch, generally you can't make every single texture from text. It would be cool if maybe you went outside and got some high resolution pictures, then edited them to look better etc.

* And my third and final point, generally the bigger the better, and let the user choose. (Although maybe you didn't do such a big size due to bandwidth etc.) But generally I like to get 4096x4096 and cut them down as needed. Even 2048x2048 is good.

At any rate, I have to say great job Dejai! Keep up the good work.
TheQuestion = 2B || !2B
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