9 Authentic Marble Textures with Materials
Scanned from actual Marble sources.
(includes extra “column” normal map)
is versioned – (planning upgrades already)
Also in the pipeline is an Urban Textures Starter – with some dirty tiles and broken flags:
not all will be derelict – i have been working on some cleaner ceramics also:
(if required, AniGFX texture maps are often bespoke to resolution,
smaller textures have many manual adjustments to compensate for filtering or loss of any details due to reduction.
Not always necessary if atlassed textures or mip-maps are performing satisfactory to your project’s needs, however can also yield better results if the main texture resolution will be 256 (or lower) for mobile applications.
This is obviously a subjective visual area, and the adjusted smaller textures are included in the pack to use if you like,
they are not a fixed requirement for the materials to function)
up to 128 – for sprites, GUI elements, really small stuff
256 – ideal for distant object LOD, or mobile applications
512 & 1024 – foreground textures
2048 – closer to source image size from 3456 or 4096 (detailed but not optimal for performance)
(custom sizes specific to models may be larger than 2048)
Panoramic of a wall I walk by at least twice a day, as it one very close to home. See something different in it every time though. displayed version is a quarter of original size (original has been harvested for textures).
In an App designed to cut stuff up, the first thing required is a choice of “Cuttable” Materials for the player to choose from, in PowerToolsFX we included a few materials, Wood, Concrete and Metal (with varying properties that affected the tool’s feedback)
The cutting effect for materials was achieved by adding pixels to the alpha channel of the image to make “cut” areas appear where the player touched the screen.
The width of the cut area or roughness depending on material and tool used.
if the player was to outline a complete shape (and all the “cut” pixels join up) the contained area falls away.
users could also hack up famous old-masters or import their own images to layer on top of an existing material
“Planks” were defined slightly differently to regular “Cuttables” in that they did not fill the entire work-area, and if cut entirely from top to bottom (or bottom to top, depending on where the player started cutting) the resulting cut section would fall off, (unlike the normal full-screen materials which required a complete shape to be cut out before the contained area fell away), designed primarily for head to head logging. (as the cutting effect for both materials was acheived by adding pixels to the alpha channel of the image to make “cut” areas, the planks had the space top and bottom already included in the alpha.)
Recorded during a house party off Smithdown Road, Liverpool, NYE 1999-2000, a few hours of mixing and scratching and loops (with good mate Neil/Stylz/”DJ Stylistic” on the decks) got laid down to tape in a particularly “Ruff” lo-fi way – (didnt turn out bad considering the age and worn-out-ness of our equipment, and lack of available channels, but the 4 cassettes were mostly unlistenable with stomping footsteps, talking, background noise and crackles etc. so were kept just for fun).
However did have a bit more fun cutting it up and pasting back together again few years later, setting the precedent for the “Ruff” in Ruff-edit, the lo-fi approach either by no choice or by design, has been a fundamental part of the Anigman sound ever since.
A classic case of finding something unexpected while actually looking out for something else – in this case; out shooting water droplets in aftermath of a downpour, also clinging to the strings and pipes was this over-chilled house-fly, it was so still I thought it had given up and just stopped there till it shook off the rain and took off.
In a long overdue update:
Following a near catastrophic hard-drive meltdown, taking the opportunity while forced into having a shiny clean empty PC to re-structure some files, and have a tidy up.
With this in mind created THE VAULT somewhere to move/stash earlier work still available for view, just making room on the front pages for some newer stuff in the pipeline.
Gradually upgrading the archives to include a decent file link – this is where things got started, first thing properly committed to track with guitar parts and drums, programming, everything actually recorded by me. Kensington, Liverpool 2004/5 ish.
First thing I was confident enough to offer to public scrutiny after delaying publishing anything for years before that.
Some lo-fi recording of bongos added some roomy drums and slide guitar. it’s a complete mess, but thats a bit the idea, its fun to make a (loud) mess every now and again.
Some experimenting with textures created exclusively from shape layers and procedural gradient fills in Photoshop, no photographic elements.
result is not rasterised and therefore scaleable to any size desired.
The randomised noise gradient layers were for the windows, to approximate blinds or curtains, and being randomly generated added the possibility to keep adding variations so not all the windows were too similar one of the daytime tiles:
one of the nighttime tiles:
a few being used together to form part of a tower building:
made few more preview images of terrain objects created using fractals as the source (also made the fractal iterations using nifty little Android Mandlebrot app – needed bit of messing to get rid of some crazy spikes from low quality image after transfering from tab screenshot but think i did alright tidying up) with similar texture set and no trees or grass added yet to distract
(small b&w image bottom right is the source fractal) all except last one (is actual height map data)
3d model/rig for Dick Limerick Academy (adapted from Frank Smith’s original 2d artwork).
Short animation with audio excerpts of DLA tracks also included a colour transition to compliment the two colours previously used on DLA album artwork.
cover art by Frank Smith 2008
cover art by Robi Morris (RiUvEn) 2010
Electric Sander Model, images rendered on transparent layer from various angles, for GUI icons and game objects within PowerToolsFX. the yellow colour could be replaced by user preference in-game via Hue/Saturation shift, (the grey and black areas of all the tools remained the same)