My texture library is the grand total of … 33 megs. Yeah.
The part of it I use the most? 19 greyscale images in a folder called ‘Noise.’ It contains some nice and noisy images. Solid noise, some lightning-like stuff, Pixel noise and a few more. The ones I use most are solid noise, merge noise* and pixel noise. Swirls are great for foliage/roots, and lightning is great for electricity effects. Most of these textures were made in gimp over about 2 hours and are 512x512.
When you combine these simple noise textures with a shape, say:
You can create good looking textures with nearly zero effort. It has become a little obsession of mine, using noise and shapes to create detailed textures in screen-space at runtime.
For example, using the above tile, use it as a heightmap, then map it through a colour ramp to give a different colour between grout and the tile. Then layer on the ‘merge noise.jpg’ texture scaled to take up about 10 tiles to add fine details. Finally, add big details (so you can’t see the repetitiion) using ‘pixel noise light.jpg’ mapped 1-pixel per tile (ie scale of 512).
If each tile is 10cm square, the pixel noise means you have something like a 50m area non-repeating, and the merge noise detail means you can zoom in to several centimeters away and it still looks good.
Not bad for something that took 10 minutes to make the image textures and another 10 minutes to put into blender.
And that covers everything except for metals, stone cliffs and ‘hero’ peices (eg the player).
(I am convinced you should be able to do stone cliffs with this technique but haven’t managed yet).
- merge noise is the result of doing a grain-merge on a solid noise with a blurred version of itself. It’s pretty much the derivative (calculus derivative) of solid noise.