![]() All your comments and opinions are appreciated. Have something in mind related to web design, freelancing, and other awesome stuff? Let us know and maybe we’ll feature it on our next post. Most of all, they are free to download for your own use. Every texture here is seamless, tileable and in Power Of Two size (great for mipmaps). We have compiled some of the useful seamless grass textures that come in various sizes. Always growing database of royalty-free textures for Architecture, Videogames, Design. I used a smudges brush with 100% strength and mostly drag the lights and darks over the line.Today get the chance to add some resources to your design arsenal with these Free Seamless Grass Textures. Here's the overall process I would recommend:ġ) select a 64圆4 area of the original texture that feels very uniform, nothing stands outģ) filter>other>offset, 32 and 32 (or whatever half your texture size is)Ĥ) blend the edges that now appear as a cross in the middle. So you would fill it was all grass02.png, etc. I did not have the time this week to make those textures tile with the others, they only tile with themselves. If you manage to rig up something that looks good, I would be grateful for your permission to use it as well as an explanation/some template. Sounds most promising to me but I seem to lack the proper hand for the blending. Leads to very noticeable artifcats on the transition between border and center.ģ.) Approach from (2) but with multiple layers, blending the tileable high detail 64圆4 with the new non-tileable patch. Makes it tileable but obviously leads to a visible 2-pixel wide grid and another artifact at the border's transition to the detail texture in middle.Ģ.) Picking one complete 64圆4 detailed patch and making it tileable using mirroring, then placing other 62圆2 patches into the middle. ![]() These are the approaches I tried so far (all based on the grass20.png):ġ.) Using a bland green 1-pixel-wide border. If you think you can do that without creating visible patterns, go ahead. Note what I wrote above however, "despite my best efforts with blending and masks, I have failed thus far, always creating visible artifacts and thus patterns on the transitions from tile to tile." Since I am stuck I am grateful for every help I get. What I am looking for are small patches of high-detail grass terrain with each variant being tilable with any other, that I can use under CC0.Īny tips or ideas? Even better, someone willing to help or lend his or her assistance? I do not want to drop the tile-architecture since it comes with a lot of benefits but I am out of ideas by now. Despite my best efforts with blending and masks, I have failed thus far, always creating visible artifacts and thus patterns on the transitions from tile to tile. My most recent attempt has been to create a grass tileable texture set out of parts from high resolution textures, most notably grass20 of course. Next, I experiemented with downsizing high-detailed textures but quickly gave up since (as I expected) it creates way to much artifacts when going from 1024x1024 to something like 32x32 or 64圆4). My results of emulating it have been unsatisfactory. I love the detail and the watercolor-like feel, the stylized reality aspect. I absolutely love athile's work on his grass set ( ) and I have been trying to create something like his grass20. The later does not look very good but it is not the style I am going for, the former looks of course brilliant BUT falls apart when I create something like a 500x500 tilemap due to the visible repetition. Download this stock image: Grass Seamless Texture Tile - T9Y5NY from Alamys library of millions of high resolution stock photos, illustrations and vectors. One usually finds very large and detailed tile graphics (here, Nobiax is doing such textures for example) or sets of small SNES style tiles. The issue is, I need a set of highly detailed, small and tileable grass graphics. There are tons of public domain grass textures on the net, many tileable. I am usually modelling spaceships and lasers and stuff, terrain is not my area of expertise. The reason being that I have consistently and decisively failed to create a detailed, tileable grass texture. After stalking the forums and page for years, I have finally created an account here.
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