I made some programmer art. Here are my free textures, use them for whatever you wish. If you don't mind, please give me some criticism on them and what I can do better. I was aiming for a TF2-like cartoony look. They are all seamless.
Here Is A Free Dirt Texture + Free Grass Texture,
Crossbones+ - Reputation: 33035
Posted 10 August 2013 - 05:38 PM
I guess it depends on the game, but I feel like they are too bright - even for TF2. Maybe once shadowed a little ingame they'd look better, but at full brightness the green one practically blinds me! The brown one is also too bright.
They tile noticeably, so even though they are 'seamless', they are also noticeable. Did you view them tiled? I have a small compact tool for Windows that I like to use, because it can rapidly be launched without bothering to interrupt or launch a larger program like Photoshop or Paint Shop Pro - I've uploaded the free tool here on GameDev.
Copy+pasting the brown one into that tool, this is what you see:
(The red box is added by me to highlight it)
Each repeat of the texture has four 'pinched' spots of noticeable tiling artifacts.
Not being a great artist myself (mostly into programming), I just finagle around with a texture for sometimes an hour or more reducing the noticeable spots as much as possible. Once you get rid of one thing, the next most distracting artifact suddenly stands out really badly - it can be annoying getting rid of them.
In your case, I'd offset the texture so the flaw is in the center of the texture, copy a part of a properly textured area, and paste it over the flaw with semi-transparent edges to hide it.
Edited by Servant of the Lord, 10 August 2013 - 05:39 PM.
It's perfectly fine to abbreviate my username to 'Servant' or 'SotL' rather than copy+pasting it all the time.
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Crossbones+ - Reputation: 810
Posted 10 August 2013 - 07:19 PM
Wow, thanks for the great input! I learned a lot. Your program also is very useful. You are like me, writing a program for every little task just because.
C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.