#cc0 textures
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LOTP陌XEL - DEVASA+
Lot Pixel is a website that offers a vast collection of CC0 textures and 3D models for 3D designers and artists. Their collection includes a variety of textures, including concrete texture that come in different variations such as mossy, smooth, damaged, dirty, painted, slab. Additionally, they offer thousands of free and premium textures in resolutions ranging from 1k to 16k, as well as high-quality 3d model, including highpoly, lowpoly, and realistic models. Among their extensive PBR texture collection are a range of smooth concrete textures that can enhance the realism and lifelikeness of 3D models. Using Lot Pixel's resources can provide numerous benefits for 3D designers. Firstly, their cc0 textures and 3D models are free to use and do not require attribution, making them an accessible and convenient option for designers who need high-quality resources for their projects. Additionally, their textures and models are available in various resolutions, allowing designers to choose the level of detail that best suits their project's needs. The variety of textures and models available on lot pixel also means that designers can find the perfect resource for their specific Project. Lot Pixel's collection of concrete textures can help 3D designers create realistic and high-quality 3D models. Their seamless PBR textures can be used to create concrete wall designs, with options for damaged concrete textures that can bring designs to life. Incorporating Free Dark Grey Concrete Textures from Lot Pixel's library can also help designers achieve a realistic atmosphere in their scenes or games. By exploring their extensive PBR texture collection, designers can find a range of smooth concrete textures that can enhance the realism and lifelikeness of their 3d model library. Overall, Lot Pixel's offerings can provide 3d textures with the resources they need to create high-quality and realistic 3D models.
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Quick Tip For Game Devs: Free Textures and Materials
Hey devs on the lookout for awesome textures and materials without breaking the bank! Today I'm here to share with you a collection of CC0 textures and materials websites to use on your personal and commercial projects. I've bookmarked all of these sites and it makes a lot easier to search for high quality materials and even models to breath life into my games!
These sites are like a playground for game developers, giving you the goods to spice up your virtual worlds. Get ready to level up your creativity in the gaming scene! 馃殌
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A free CC0 public domain ground, path, stone path, stone road, stones, sandstone, textured stones, grey stones, sand stones texture, 3D model and blender texture
(via A free CC0 public domain ground, path, stone path, stone road, stones, sandstone, textured stones, grey stones, sand stones texture, 3D model and blender texture
#cc0#photoshop textures#blender textures#3d model texture#free textures#design#photoshop#blender#stones#ground#path#road#sandstones#free photoshop textures#free blender textures
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"Shine a light through the darkness, And you'll see gemstones shine, The stars still burn in the middle of the day,"
-Survivor
Honestly, this song is not the best I've ever written. But this bridge? Absolute banger. 10/10 would write again. Also the poster is cool.
#song of the day#lyrics#original song#i wrote this lyric and i like it#poster#courtesy of cc0 images freebies texture and font and photoshop blur and noise effect
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HOT GAMEDEVS DON'T GATEKEEP
Inspired by this post by @midwinterhunt, here's a compilation of all the game dev resources I have come across, most of which I use fairly frequently. Most of these are free, some are paid but fairly cheap. Feel free to add your own resources. 鉁岋笍
Important reminder: When using basically any works or programs someone else created in your games, make sure you thoroughly understand the licenses and terms it has been shared with. If you don't know what the terms are, reach out to the resource and ask. Don't be lazy about this; it's not only dishonest but it can come back to bite you.
Engines
Unity - Best suited for mobile and multi-platform.
Unreal - Tailored for shooters and high-fidelity experiences.
PICO-8 - Virtual console for simple games
Godot - Open source and free!
GameMaker - Good for 2D games
Bitsy - Great little engine for making simple games and experiences
Construct - Never used but have heard nice things
Scratch - If you've never coded before, this is the best place to start. Great for young devs and those who want to get their feet wet.
Adventure Game Studio - Best suited for adventure games
RPG Maker - Best suited for top-down classic JRPG style games
Twine - Text-centric games like Interactive Fiction
Assets
OpenGameArt - Many assets, various licenses, and plenty of CC0 content.
Unity Store - For Unity only. Some free.
Unreal Store - For Unreal only. Some free.
Godot Asset Library
Jean Moreno's Toon Effects - Some of the best effects available on the Unity store. Unity only but I've used them in basically every project.
Steamworks.net C# Wrapper For Unity - Unity only C# wrapper for integrating Steam compatibility to your game
Itch.io - Plenty of free art assets and game dev resources
Kenney - Kenney makes tons of open-source assets for devs to use.
Art
Mixamo - Generates rigs for your humanoid models and lets you apply a library of free humanoid animations to them. Super helpful for prototyping. Adobe.
Blender - Free, open source and fully featured 3D program.
XNormal - Free offline normal map generator
Normal Map Online - Free online normal map generator
Crocotile - Cheap tool for building 3D models from sprite sheets
MagicaVoxel - Free voxel modelling tool
Piskel - Free online sprite drawing tool
Aesprite - Paid sprite drawing tool
TurboSquid - Not always great quality, but can be good source of free placeholders.
Textures.com - Limited texture downloads per day but free for personal use.
Pexels - Free stock photo resource. Most are free for commercial use. Check licenses.
Clipstudio - Good for illustration or graphic design. One time payment.
GIMP - Image editing program a-la Photoshop. Free.
Audio
Audacity - Free and fully-featured DAW/audio editor.
sfx.me - Free 8-bit synth-style sound effect generator for games.
CastingCallClub - Easy forum to find amateur voice talent for your project (p.s.: you should pay them).
FreeSound.org - Free sounds, searchable by license. A go-to for my audio needs.
Incompetech - Royalty-free music by Kevin McLeod.
Scott Buckley Music - Royalty free with conditions. Generally more on the cinematic side of things but very good stuff!
SoundCloud - 'Search -> By Track -> Filter: Use Commercially' leads to songs posted with allowance of commercial use. Always reach out to the artist to understand their terms and confirm that it's okay to use with your project.
Project Planning
Keymailer - Handy for mailing keys to influencers (don't expect a lot of traction unless you're paying for some of the features though).
Trello - Kanban board. Great for organizing tasks, managing bugs, etc. Free.
Notion - Private text and wiki page editor. Good for project organization, note taking, and fleshing out ideas. Free.
Obsidian - Alternative to Notion, with similar features.
Miro - Free whiteboard for organizing thoughts, images, brainstorming, etc.
Wave - Free Bookkeeping site. Great for keeping finances organized.
#gamedev#game development#game dev#indie games#indie game#gamedevelopment#indiegames#indiedev#indie dev#game developer#resources#blog
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"Mock Trial" by me | (on DA) | (on BSKY)
More like "(No) Mocking Trial," am I (W)right? Who let me do this again!? I need a cool folder name for the Investigations duology, but what?
Back in Japanifornia but later in time (and in a dark haze for the drama). Here, we have an intended double date practice session with the original courtroom rivals, now upgraded/promoted, and their just-as-dramatic understudies as co-counsels (or vice versa?) in a period after the grand societal tension/incident lingering in the previous image is resolved, all in some sort of rush/motion with no one in proper, static form. Well, the prosecution is definitely represented (as much as I was willing to try without [REDACTED]); the defense is a bit obscured: one being just a hand, and his headless boss/mentor dangling from said hand.
I envision Apollo as a size-shifter, somewhat recognizant of his variously split life (IYKYK), able to be small, too, when he feels safe to do so. But as I wanted Phoenix to stay small and just didn't want him directly with Miles again this time, using Apollo seemed like the next best choice since I intended to include Klavier somewhere from the start.
Again, you don't have to tell me I should just write a story; I know! But a girl is still busy... unless inspired. 馃憖
~more commentary and the references under the cut~
I know the junior attorneys are a bit mediocre in their detailing, but you can't tell me that I didn't eat with the OTP leaders. I still can't be bothered with Miles' hair, but the totality of it all, especially the face and vest, despite the scuffed glasses, is an achievement.
I almost put him in his father's coat for the feels, but the texture pointed me toward using his own, more blue like in the art in-game rather than full black like in the anime.
He's also not built like a beautiful fridge, despite my attempts in manipulating the stock, so let's just imagine that he has a sleeper build, okay?
The same pride for aesthetics goes for Phoenix with his accessories, but the intensity goes even more so for the annoyances, like trying to make his face and hair, only for me to take the L and just hide them altogether, lol.
That feeling when Herr Wright can fit within Herr Forehead's forehead.
Sketchbook Pro
"man, ..., moody, ..., emo" - Photo on PxHere
"Round Golden Badge" - Photo by tasper on Openclipart //yes, Phoenix has his badge; why else am I showing this picture at full-size?
"Dreams about big possibilities. Man in office clothes traines in football or soccer like goalkeeper on grey wall. Unusual look for businessman in motion, action. Sport, healthy lifestyle." - Photo by master1305 on Freepik
"hand hanging something blank" - Photo by cunaplus on Adobe Stock
"Gray Vest Hanging on a Hanger" - Photo by Maria Fernanda Perez on Pexels
"Empty courtroom, with old wooden paneling" - Photo by fivepointsix on Adobe Stock
"Hinged Cuff Bracelet" - Photo by Metropolitan Museum of Art, CC0, via Wikimedia Commons
"Barrier rope isolated" - Photo by macrovector on Freepik
"Empty wall background" - Photo by topnto26 on Freepik
"Elegant Man Putting on Coat" - Photo by 袝胁谐械薪懈泄 袚芯褉屑邪薪 on Pexels
"Closeup shot of a pair of glasses on a gray surface" - Photo by wirestock on Freepik
"Man Wearing Lace Cravat Sitting on Window Sill" - Photo by cottonbro studio on Pexels
"Portrait of handsome fashion stylish hipster businessman model dressed in elegant blue suit posing on gray" - Photo by halayalex on Freepik
"Blonde, Portrait, Selfie" - Photo by TheHilaryClark on Pixabay
"Business people" - Photo by Racool_studio on Freepik
Circa October 2024. It's almost Christmas, which means it wasn't Christmas!
Phoenix Wright, Miles Edgeworth, Apollo Justice, Klavier Gavin, Ace Attorney, and related characters/themes聽漏 CAPCOM.
This is the one that should've had a good "Turnabout" title, yet... nothing again. SMH.
#g/t#my art#photo manipulation#collage#ace attorney#handheld#giant male#sm#phoenix wright#miles edgeworth#apollo justice#klavier gavin#couples in court; what it do?#klapollo#wrightworth#narumitsu#mitsunaru#i do have an idea with Athena but constructing it may be difficult
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my latest oil pastel experiment is this painting of three pine grosbeaks, referencing a CC0 photograph shared as part of an observation on inaturalist.
this one was created on illustration board, with a full under painting in watercolor first, which you can see in the third image. The illustration board texture has a wonderful grain and could be a very satisfying surface for oil pastel, but it tends to warp pretty dramatically when painted on with water-based media. you can see any image on the right how much it has bowed out while wet; what you can't see is that it has an inverse warp in it once dried. clamping it down to draw on it released some but not all of it. unfortunately this means it's just not a good solution for anything with a watercolor under painting.
inaturalist has been a really exciting thing for me to explore, and once I discovered that you can search observations by image license I got really excited. if you're also looking for reference, especially of specific animals, it might be a great place to start.
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Sapphire Hero Rewritten 2.0.
I have added a prologue (it's short, but it helps the player to go quickly into the gameplay part without an info dump at the beginning).
Music on every level. All that music is under CC0 license (you can see who made which music in the credits). Also, you can change it with your own music; just check the mods/music folder.
Custom heads and UI for the player character (maximum 3). Check the mods folder, where you can find all the textures. Just change them to what you want.
Updated trees, still not good, but at least better than what was before.
More info you can find on itch.io page of the game.
Happy new year.
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im bored so im explaining 3d art/video game texture maps now hi.
Colour/Albedo
A colour map represents what colour of light is going to be reflected off a point, or basically just what colour the point is. An albedo map is the same as a colour map but with all shadows and highlights removed. This is more important if you want things to be extremely physically accurate, so you need to have things without any shadows already in there.
Normal/Bump map
A normal map represents the "normal" direction of any given point, and tells which direction the light reflects, basically the 90 degree angle away the surface. Basically "what direction is this point facing". This is really important for adding very small detail without needing to add more geometry. It uses 3 colours to show the x/y/z direction of the normal(you can use 2 and calculate the third with math though). A bump map is similar in how it can make micro details, but instead represents how high a point is off the ground, and uses black and white to mean lower and higher. Phased out in support of normal maps, since they're much more powerful, but bump maps are easier to make procedurally.
Roughness Map
A roughness map is how rough a point is. Yeah. on a scale from black to white, black is a completely smooth surface which is mirror like, and as it gets higher the refections get blurrier until it seems very uniform. It's a lot more noticeable on metal, however i've included both a metal and non metal reference.
If the art style you're going for is ANY way realistic (most cartoony nintendo games use these, realistic is very loose in this definition) you're going to use at MINIMUM these three. however there's situations where you need more.
Metalness Map
Represents whether a given point is "Metal" or "Non-metal". If you're being physically accurate it can only be 100% metal or 0% metal, however you can cheat it a bit and use grey values in certain situations. This type of map is really useful on metal textures with rust, scratches, dirt, or if an object has both metal and non metal parts. Pairs extremely well with a roughness map. The second image is a metalness map only, third image is metalness with roughness
Displacement Map
A displacement map represents the height of any given point. Instead of a bump map which changes the way light reflects, it's used to change the actual geometry. Displacement maps can be used for large details and normal maps for smaller details. The second image is displacement only, and the third image is the same displacement combined with a normal map
Created using assets from ambientCG.com (CC0).
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Hey, hello! Welcome!
I'm a blogger, artist & designer. This is my space for artisting and designing. Sometimes, I illustrate; sometimes, I make stickers. I dabble in collage. Right now I'm spending 90% of my creative energy designing stickers to match my personal water bottle (as you do).
As far as collage/design stuff goes, I do my best to make sure that all elements (fonts, textures, illustrations, photographs, etc.) are appropriately licensed, 99% are CC0. If you notice anything amiss, please let me know! (Also, I do not use AI generated design elements in my work at this time.)
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Infinity Symbol Art for Autism Acceptance Month
I made a couple of mobius Infinity Symbols on transparent backgrounds, one using the Neurodiversity rainbow colors and one in gold for Autism Acceptance Month (inspired by this tumblr post). 聽CC0 Public Domain -- want, take, have.
I modeled, textured, and rendered these in blender (free, open-source 3D program), if you want the .blend file (also CC0 Public Domain) it's in this post at the Blender Artists Forum.聽
Crossposted to Dreamwidth and Pillowfort.
#Autism Acceptance Month#3D art#Blender3D#blenderartists dot org#representation matters#neurodiversity representation#autism spectrum representation#I'm on the autism spectrum
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Polyhaven also has a lot of textures for CC0 use!
for those of you who remember cgtextures circa 2008, texture.ninja has a large repository of public domain textures without annoying hoops to jump through.
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A free CC0 PBR public domain woodboard, light brown chipboard, brown plywood, wood, wooden texture, 3D model and blender texture for Photoshop, Blender, and 3D models. Created by ambientCG and released under a Creative Commons Public Domain License.
#cc0#white beach#sandy beach#blender texture#photoshop texture#3d modelling texture#free texture#3d model texture#PBR Texture#free cc0 textures#3d modelling#3d art#3d artwork#3d model#3d
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#bill_wyman_official#brianjonessatisfaction#mickjagger#officialkeef#Openingnight.Reviews#therollingstones#thisischarliewatts
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8 Best Websites for Free High-Quality CG 3D Textures & Materials
What is 3D Texturing?
3D texturing is the art of adding life and detail to a 3D model by applying textures to its surface. You can create textures in several ways鈥攅ither by painting them manually, scanning real-world materials, or using algorithms to generate them procedurally. The process of 3D texturing involves more than just slapping textures on a model; it鈥檚 about bringing it to life. You鈥檒l start by sourcing your textures鈥攚hether from photos or creating them from scratch鈥攖hen apply them to your 3D object. After that, you鈥檒l set up the lighting for the scene and fine-tune everything until it鈥檚 perfect.
How to Add Texture to 3D Models?
To add textures to your 3D models, you鈥檒l need software that supports 3D UV mapping and texturing. UV mapping is like giving each part of your 3D model a set of directions, telling it where to place the 2D textures. Essentially, it鈥檚 the process of laying out your 3D object鈥檚 surface on a flat, 2D plane so textures can be applied accurately.
For example, in Blender, you can adjust the material properties either in the Properties editor or through the Shader Editor. To use image textures, you鈥檒l need to download the texture images first. Once you have them, import them into Blender through the Material Properties tab in the Properties editor. Don鈥檛 forget to adjust the Viewport Shading to see how everything looks as you make changes!
8 Best Websites to Get Free 3D Model Textures
1銆丷elebook.com
It offers an extensive library of materials, including wood, stone, cloth, metal, and HDRI textures. Whether you need textures for a detailed rendering or a quick design project, Relebook鈥檚 collection of over 698,000 images and 1,800 HDRI panoramas is sure to meet your needs. Artists can also upload their own work and share it with others for a chance to earn revenue.
2銆乤mbientCG
Offering textures in up to 8K, ambientCG is a great resource for PBR textures with a seamless tile feature. All assets are licensed under the Creative Commons CC0 license, so you can freely use them in commercial projects.
3銆乀extures.com
A well-known site for free seamless textures, Textures.com has a vast collection of over 140,000 images, including PBR materials and 3D scans, all free to use for commercial purposes.
4銆丳oliigon
Known for photorealistic textures and models, Poliigon offers both free and paid assets for use in architectural visualization, gaming, and more. Make sure to check the license for each asset before use.
5銆丳oly Haven
Poly Haven offers high-quality 3D models and textures free for personal and commercial use. Their paid Blender add-on makes it easy to integrate assets into your workflow directly.
6銆丼hare Textures
No sign-up required! Share Textures allows you to download 4K resolution 3D textures without any hassle. These high-quality assets are free for both personal and commercial use.
7銆乀oggle3D
Toggle3D provides a unique library of 4K PBR materials and generative AI tools, helping you create and apply realistic textures to 3D models. It also integrates smoothly with Sketchfab models.
8銆丩eonardo AI
Leonardo AI excels in generating 3D textures using text prompts. You can upload your OBJ files and receive customized textures tailored to your needs.
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After creating a model for the game, my first call to action was to texture it before sending it off to the programmers to implement, or add it to the scene myself if needed.
After studying art styles and the way the older style of textures were made and designed in line with our art style.
This was the first time I had experimented with using Photoshop for texturing, as I wanted to try a new workflow, I had previously noticed the PSD support in Maya and wished to put it into practise. As someone very experienced in texture modding for games, I have prior experience with this method I believe will be incredibly helpful for me.
Whilst it may seem more intuitive to use Substance painter, Its heavy emphasis on displacement maps and detail didn鈥檛 lend itself as well to the more old, cartoony art style we wanted to go for. The detail I wished to create would be baked directly into the texture.
After finishing up a model, I UV cut and ensured each part of the model would have enough surface area to fill with detail, I am then able to export a .png image of the UV's themselves to then edit within the program.
After exporting the UV maps, and fill each quadrant and bevel it to give depth and detail, also giving a faux shadowed effect on the main body of the car鈥檚 surface.
After base colours were completed, I was then able to add decals, patterns, and overlays created by myself or by using public domain (cc0) resources from online, the slight metal texture being a fast example of this.
Using Maya鈥檚 built in PSD support, I received real-time updates on each of the changes I made within the Photoshop document, allowing me to experiment and quickly test changes.
After verifying everything is the way I want, looking correct and as intended, especially ensuring no overlapping or warping. The texture is then exported to ship out to the game engine. Taking into account aspect ratios of textures, scaling them down to 128 or 256 depending on the level of detail necessary as well as the distance the model will be from the player.
This results in a successful rendition and rendering style of the style of PlayStation 1 and 2 games!
Textures themselves were either created by hand, from scratch, using photoshop's features for manipulating and applying effects and lighting to block colour. Or when necessary, I sourced images from either CC0 Public Domain Textures or took them myself.
I made heavy use of shadowing and patterning, I was able to create patterns using real life images, mirroring them and ensuring correct looping. I then used blend modes to emphasise and offset these details, before once again.
Likewise, I'm personally quite proud of this new workflow, I found it to be effective and also accurate to the way textures were designed in our targeted visual style. Also resonating well with both group members and testers.
I still believe I have to improve upon the consistency and material settings I decide to use, but am overall happy with the look of the finished assets, especially their place within the game and on its tracks and environments.
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