Free high quality seamless/tileable textures

I am making some tileable textures for use in the Game Engine.

http://2.bp.blogspot.com/-oR7bdgwhaV8/Ubdy54UgU0I/AAAAAAAABjo/iCoRURey82s/s1600/HDGT-sand2-Banner.png
http://2.bp.blogspot.com/-ZX3CWqr5kvs/UbdpDFWnJAI/AAAAAAAABjY/eMIOKcOQCcM/s1600/HDGT-dirt-Banner.png
http://4.bp.blogspot.com/-YRq0NS-FKjE/UbUVMOP_WuI/AAAAAAAABhs/3-z4QaUipeg/s1600/HDGT-brickwall-Banner.png
http://4.bp.blogspot.com/-NnUqso2akwk/UbTNkQ1WUdI/AAAAAAAABhI/m41D69cX-ZY/s1600/HDGT-rock-Banner.png
http://1.bp.blogspot.com/-ZsN4S9G2af4/UbTJnfNjzeI/AAAAAAAABg4/TGB-BTkte8g/s1600/HDGT-fabric-Banner.png
http://1.bp.blogspot.com/--alRQH9Vw5I/UbNENDEyzRI/AAAAAAAABgo/OFPZ8IV1_YQ/s1600/HDGT-Grass-Banner.png
http://3.bp.blogspot.com/-Dw6IQclkZBc/UbMLJ_hYVXI/AAAAAAAABgM/NpWPNcM-Sxs/s1600/HDGT-SoilCrackedv2-Banner.png
http://3.bp.blogspot.com/-uh19Fs09uGI/UbMKt2sYrXI/AAAAAAAABgA/F4Wk9UeOSUk/s1600/HDGT-SoilCracked-Banner.png
http://1.bp.blogspot.com/-xY3g0jsML60/Ua9xtodF2BI/AAAAAAAABcM/VubovGPa5hw/s1600/HDGT-Sand1-Banner.png
http://4.bp.blogspot.com/-pJXOYSSBBYA/Ua-ZZCO3rfI/AAAAAAAABcc/Qr4lgSjq5EM/s1600/HDGT-Wood1-Banner.png
http://2.bp.blogspot.com/-ETmMT7qePEM/Ua-bQ75SniI/AAAAAAAABcs/QXkrRN_05U4/s1600/HDGT-Mud-Banner.png
http://2.bp.blogspot.com/-CbxWc5wMumo/Ua-ydxbKbtI/AAAAAAAABc8/WyvyxztV9pE/s1600/HDGT-concrete-Banner.png
http://1.bp.blogspot.com/-gd2K0j5Tibk/Ua-7JPTOy_I/AAAAAAAABdM/0gxMGYTMn5k/s1600/HDGT-tiles-Banner.png
http://1.bp.blogspot.com/-jI3NOuKIuD8/UbMqRT2ZGkI/AAAAAAAABgY/upXXhSpEyKg/s1600/HDGT-Wood2-Banner.png

You can get them here.

211 downloads and no one has anything to say ?

Hey, I haven’t downloaded it yet, but I think it looks pretty good in your picture. Good job! :slight_smile:

Thanks, there will be more.

Good :slight_smile: I’ll give you some feedback later, if it’s needed, when I test it out.

Thanks, i like it a lot. How do you create your normal maps (Gimp, photoshop, crazybump)?

Thanks, I use them all, then choose the best result on image per image basis.

Added them to my database. They could become usefull. Thanks again for sharing them(hoping for more to come).

Sure, I plan to make a few every day. I just added a new one:


Just added sand !

Nice they look quite good, I downloaded them all, I’ll be sure to test them soon. Keep at it!

I plan to add wood and stone textures today. Any requests ?

Cheers for these. They look good but not tried 'em yet.

Added wood

Update:
And fabric

Since people are just grabbing free stuff and can’t take 20 seconds to leave a comment I will just continue to make stuff until I have a full texture pack and then sell it.

That makes me a bit sad. I think you make great textures (Im not an expert, so i dont know if my opinion counts. But they look good for me. Much much much better than my own). But i can somehow understand you. Doing a lot of work and getting few to no esteem is frustating.
And getting money for your work isnt a shame.
You do a lot to the community, thanks for that. Maybe i can give sometime something back.

your texture quite good I want to use some of them. thank you very much.

Thanks.
@moshus
I still do requests, so if you need any just PM me.

Thanks these are pretty nice. A really nice use of indexed colour files. THe file size is nice and its refreshing to not see compression artifacts which are usually unacceptable, especially in the normal maps. The limited colour palette gives them a strong graphic look - perfect for in game.

Nice strong normal maps. The wood is beautiful. You have a real talent for this. Oh by the way I downloaded these all from your blog. I did post a thank you there but when I checked back a couple of days later it wasn’t there. I’m not sure what happened but maybe there is a technical problem?

If I may comment… I found some weird sort of bright whte speckle - really noticeable in the fabric. I unchecked the "use alpha"for the color maps and the speckle went away. I have struggled with this setting quite a bit as Blender enables it by default and it also appears under image sampling sometimes which I find confusing. In fact the intensity control for spec maps won’t work right unless this is disabled. If I set everything for spec to 0 in the materials then disable the “use alpha” in textures I find the spec maps work much better. I have to say that I find the bluish tint to the spec map a bit odd. I would recommend using grayscale.

One more thing I noticed - and it took me awhile to figure out. The brick color map has shadows already. Technically these should be removed so the CG lighting can cast the shadows. On brick in an outdoor scene it will normally work fine but on your cube the texture is upside down on some faces so there is a conflict in the shading.

Anyway thanks again I’ve been having fun playing with these. Great job.


Thanks these are pretty nice. A really nice use of indexed colour files. THe file size is nice and its refreshing to not see compression artifacts which are usually unacceptable, especially in the normal maps. The limited colour palette gives them a strong graphic look - perfect for in game.

Thank you very much.

Nice strong normal maps. The wood is beautiful. You have a real talent for this. Oh by the way I downloaded these all from your blog. I did post a thank you there but when I checked back a couple of days later it wasn’t there. I’m not sure what happened but maybe there is a technical problem?

Yeah, normal maps are pretty strong, but its easy to adjust the strength material settings.
Sorry for all the ads and popups on my blog, I tried it out so see can I make some money to give as a reward for the winner of bgmc but it just too slow.
Some anonymous comments on the blog get deleted automatically so that probably what happened. Thanks for taking the time to comment !

If I may comment… I found some weird sort of bright whte speckle - really noticeable in the fabric. I unchecked the "use alpha"for the color maps and the speckle went away. I have struggled with this setting quite a bit as Blender enables it by default and it also appears under image sampling sometimes which I find confusing. In fact the intensity control for spec maps won’t work right unless this is disabled. If I set everything for spec to 0 in the materials then disable the “use alpha” in textures I find the spec maps work much better. I have to say that I find the bluish tint to the spec map a bit odd. I would recommend using grayscale.

I have noticed all artifacts that you mentioned and fixed them using the same method you did but that was after I uploaded all the zip files. I am not sure why is there alpha in those images because there is no alpha in the palette I am using, but I will figure it out and fix it for future textures.
Grayscale specular maps work pretty good when applied to specular intensity but I used color inverted from the color map to get more contrast. I will probably use grayscale maps for future texture.

One more thing I noticed - and it took me awhile to figure out. The brick color map has shadows already. Technically these should be removed so the CG lighting can cast the shadows. On brick in an outdoor scene it will normally work fine but on your cube the texture is upside down on some faces so there is a conflict in the shading.

Yeah that was my second or third texture and I couldn’t find any better free stock photo to use. I always try to avoid photos with shadows or strong highlights but I liked how those bricks looked.

Anyway thanks again I’ve been having fun playing with these. Great job.

I am glad you tried them out and took the time to leave a comment, it really helps. Thank you.
Do you need any textures ?

Nothing specific. I’m always on the lookout for nice realistic textures. I make my own as I need them but I like poking around in other peoples stuff. There is always something to learn. If I do need something I will definitely check back with you.

Thanks again.