Some of you might know that I offered textures on Pixel-Furnace before, with only some of them being free of charge, as a kind of appetizer for the really good content.
But I realized that while free download notifications spammed my inbox, most of the good content was rarely touched due to the paywall. That wall is now gone.
We’re now favoring the real purpose of the website: Supporting creative work.
On the new website, no registration is needed. No data is collected. (Almost) no restrictions on usage apply.
The textures you can download are not only seamlessly tileable over large areas, but also include all required maps for photorealistic details, such as normal and specular maps.
While there are preview renders on the website showcasing the capabilities of the textures, here’s a render that uses some textures from textures.pixel-furnace.com:
I hope that with this way, I can make my work more useful for others.
I’m looking forward to your feedback and would appreciate seeing some renders you create with the textures.
If you find it useful, share it with friends!
I would say a bunch of your textures are comparable to Poliigon quality.
Although, the heightmap for the dirty concrete (and maybe some others) has some weird spiky artifacts.
That’s true, there are some older textures that I made before microdisplacement was in blender and I just didn’t see it then. I’m slowly redoing all textures I’m unhappy with, but for some nearly flat surfaces it might take longer, as I’m just using the normal map then.
No, not yet, but that’s the goal for the future.
Currently it’s a mixture of converting the color to a height map for detail and creating the main shapes by hand, if necessary (it is for most cases). For the shapes I’m either painting the map, which I did for the marble tiles for example, or modeling it in blender, when the gradients are difficult to paint, like the diamond metal plate.
The ultimate goal is to find a good workflow for making tileable photoscanned textures. Some problems I have are the quality of the meshes (not enough RAM and a medium/low quality lens) and extracting an even heightmap out of them. But I’m constantly working on this and the output quality is improving.
I bookmarked it, then un-bookmarked it just so I could bookmark it again. I have to say this is really incredible
I would have been happy with just diffuse but you’re offering everything. Almost seems too good to be true, but I can’t see the catch XD
If this is just out of the goodness of your heart you should have your own comic book series because you’re a hero!
I also color-corrected the previously added wood textures to match the original surface color.
Make sure to sort by Date (newest first) on textures.pixel-furnace.com if you look for new additions and let me know when you create something with the textures.
Yes, I can do that.
Here’s a sample file including a specular and a roughness material using the principled shader. pixel-furnace-starter.blend (786.6 KB)
For reference, it was made on a small bridge in Ortisei in Italy. You can examine the texture in its natural habitat here (streetview).
This is the area that ended up in the texture:
Both use the same base texture, so they can be blended easily (using a noise texture for example).
I used the textures in a scene with photoscanned assets and a bit of sculpting to blend the models with the ground and to create an irregular surface: