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Game Texture Database

11

Clark Thames has recently upgraded his website (www.tutorialsforblender3d.com) to include a new game textures section. The textures are all free to download and most come with normal maps.

The textures are all from a texture pack made by Spiral Graphics, who used the Genetic texture maker and they can be used in both commercial and non commercial games. All  the images are seamless 256x256 png (except for the skymaps which are 1024x1024)

The categories include:

  • Bricks
  • Marble
  • Metal
  • Metal Tarnished
  • Skybox
  • Stone
  • Tile
  • Walls & Floor
  • Wood boards

Some example textures are shown below. Check out the texture page of the site here to browse the textures. Theres also a thread on Blenderartists.org for feedback and comments.

11 Comments

  1. Skydomes are not ideal for games because you lose detail at the rim. Most games use skyboxes instead, which is smarter, really.

  2. BlenderLovingSquirrel on

    Clark Thames you are total pwnage my man, I've learned so much from your site and I've only read about 10% of it so far. You tottally rock dude *rock on*!!!

  3. I'd like to make one correction. Alex wrote that I created the textures but that isn't correct. I created the normal maps with Gimp but the textures are from the texture packs released by Spiral Graphics.

    From Spiral Graphics:

    c. You may redistribute our textures, but must clearly and visibly link to our website as the source of the textures.

    Clark

  4. I'm not sure if it's a Blender bug or incorrect normal maps, but with many (or all?) files in this database, parts of surfaces tend to reflect light coming from BEHIND (!). So it seems like some of the surface bends beyond 90 degrees from the normal, which is of course wrong. As I said, it might be a blender bug. But if it were, it would probably long have been fixed :)

  5. Though, now that I think about it, it's quite logical :) Even parts of the surface at 1 degree relative to the normal would still reflect light from a light source below if it's not exactly at the position of the light-source as seen alongside the normal. OK, so ignore my last comment :)

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