Expertly made, seamless turnkey textures ready for use in your 3D projects. Every texture includes a diffuse map, specular map, normal map and height map, and measures at least 1024x1024 px. We have experience with AAA game projects, so our textures are primarily suited to cutting-edge 3D games, but are also practicable for any graphical purposes.

Thursday, November 12, 2015

20 Metallic textures on Ureal Marketplace




Hello,

I have great news – my collection of textures is finally at Unreal Marketplace. You're welcome to leave your comments, ask any questions or report problems in this topic.

I'm always be online to answer your questions as soon as possible.





















 

Friday, October 30, 2015

My textures in Unreal 4.7 game engine

I've started to work on my new collection now, where all the textures will be at least 4K. However, I'm afraid, when it's ready,8K textures will be a standard in the industry. It's a vicious circle :-)




 

Friday, April 24, 2015

38 Architectural textures on Ureal Marketplace




Hello, 

I have great news – my collection of textures is finally at Unreal Marketplace. 

You're welcome to leave your comments, ask any questions or report problems in this topic. 

I'm always be online to answer your questions as soon as possible.


Wednesday, April 22, 2015

"24 Hour deals" on Unity Assets Store!

 
 
 
Hi, guys! On Unity Assets Store start today "24 hour deals" with my collection.

You can buy my collection only for $100. 
 
50% OFF!
 
Thank you.

 

Monday, February 2, 2015

HOW I CREATE MY TEXTURES.

How I create my textures:
 
1. I take photos of the material. As a rule, I take lots of photos of the same place to capture the most precise texture. I take photos when the weather is cloudy to minimize rough shades.
 
 
2. I make a tiled diffuse map in Photoshop and check how it looks when multiply repeated.


 
3. Using the diffuse map I make a 3D model in 3D max.

 
4. I bake a normal map and a height map. These maps I'd call basic. It's not the final result, but just a rough piece that ensures a future texture would have regular form.

 
5. Using the diffuse map I generate lots of variations for the normal and height maps in Crazybump. Some of them would be used to make detailed stone joints, others – to create the general texture.

 
6. Using masks I mix the basic maps with variations, so that the final result looks as good as possible.

 
Final result:






 
 
 
I guess, that's all. The process takes time, but it's my hobby, so I don't complain.