MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
pbmax@Posted: Fri Sep 02, 2005 3:06 pm : http://www.imageafter.com/
tons of interesting photo textures at this site...
MelvinB@Posted: Fri Sep 02, 2005 3:11 pm : pbmax wrote:
http://www.imageafter.com/
tons of interesting photo textures at this site...
Already mentioned in the start-post.
pbmax@Posted: Fri Sep 02, 2005 6:48 pm :
c777@Posted: Thu Feb 16, 2006 3:29 pm : hey what happend to
http://www.newlogicmedia.com/subverse/ ??
great textures in there!!

pbmax@Posted: Fri May 26, 2006 6:29 pm :
MelvinB@Posted: Wed Feb 28, 2007 9:10 pm : Quote:
Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.
Download:
http://www.spiralgraphics.biz/packs/
z7server@Posted: Mon Jul 30, 2007 10:54 am : Hi, I have a new textures site:
http://textures.z7server.com/Titti
Square@Posted: Thu Oct 25, 2007 1:16 am : Forgive me for not asking permission from the authors.
I've mirrored lots of textures
here.
I was going to mirror on addondb, which would mirror them on moddb's own host and filefront, but for now I decided to not do it due to bandwdith limitations.
MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
pbmax@Posted: Fri Sep 02, 2005 3:06 pm : http://www.imageafter.com/
tons of interesting photo textures at this site...
MelvinB@Posted: Fri Sep 02, 2005 3:11 pm : pbmax wrote:
http://www.imageafter.com/
tons of interesting photo textures at this site...
Already mentioned in the start-post.
pbmax@Posted: Fri Sep 02, 2005 6:48 pm :
c777@Posted: Thu Feb 16, 2006 3:29 pm : hey what happend to
http://www.newlogicmedia.com/subverse/ ??
great textures in there!!

pbmax@Posted: Fri May 26, 2006 6:29 pm :
MelvinB@Posted: Wed Feb 28, 2007 9:10 pm : Quote:
Genetica Texture Packs are high quality collections of royalty-free seamless textures. Textures are provided in a procedural format that can be fully edited in the powerful material studio Genetica, or rendered and converted into standard images using the free Genetica Viewer.
Download:
http://www.spiralgraphics.biz/packs/
z7server@Posted: Mon Jul 30, 2007 10:54 am : Hi, I have a new textures site:
http://textures.z7server.com/Titti
Square@Posted: Thu Oct 25, 2007 1:16 am : Forgive me for not asking permission from the authors.
I've mirrored lots of textures
here.
I was going to mirror on addondb, which would mirror them on moddb's own host and filefront, but for now I decided to not do it due to bandwdith limitations.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtml
http://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/
http://astronomy.swin.edu.au/~pbourke/texture/
http://brimstone.brimstone.com/quake2/local/env/
http://buzzsaw.gamedesign.net/index.php ... &texture=1
http://desktoppublishing.com/backg-tex.html
http://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htm
http://fps.brainerd.net/fpstextures.htm
http://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madew ... lymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htm
http://planetquake.com/hfx/textures.html
http://planetquake.com/lycon/misc.htm
http://planetquake.com/quint/framedx_en.html#textures
http://planetquake.com/simland/pages/textures.htm
http://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.html
http://wings.buffalo.edu/AandL/Maecenas/
http://www.3dcafe.com/asp/textures.asp
http://www.3r.co.za/texture_pics/
http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/
http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/
http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htm
http://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/
http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/
http://www.newyorkcarver.com/cathedrallinks.htm
http://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.html
http://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htm
http://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtml
http://www.planetquake.com/polycount/co ... xtures.htm
http://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htm
http://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htm
http://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.html
http://www.qmap.org/qthread.php3?type=n ... 3221&pos=0
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/
http://www.signsofkoth.co.uk/q3textures.html
http://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.quake3bits.co.uk/htm/downloads/textures.htm (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.quake3bits.co.uk or
http://www.quake3bits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.
BNA!@Posted: Fri Nov 29, 2002 12:08 am :
demonspawn@Posted: Fri Nov 29, 2002 2:47 am : Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.
Cyper@Posted: Sat Nov 30, 2002 4:25 am : nice.
some guy I know@Posted: Sat Feb 01, 2003 2:13 pm : Here is a list of links to texture sites that I collected from various sources for Q2/Q3A.
Most of these should work fine for D3, though, and even the lower-res stuff may give you ideas for your own textures.
Note:I have not visited all of these sites recently, so some may be obsolete.
(I last checked for dead links on 2001-08-31.)
Others may have photo-realistic textures that are inappropriate for tiling (at least without some editing), or may have to be resized.
IMPORTANT: Always check the copyright information before using other people's textures.
Last update: 2003-01-18
http://aqmd.action-web.net/res/skies.shtmlhttp://art.net/Studios/Visual/Jeremy/ph ... index.html (occasionally 404s, many royalty-free non-tiling textures)
http://astronomy.swin.edu.au/pbourke/texture/http://astronomy.swin.edu.au/~pbourke/texture/http://brimstone.brimstone.com/quake2/local/env/http://buzzsaw.gamedesign.net/index.php ... &texture=1http://desktoppublishing.com/backg-tex.htmlhttp://digitalcraftsman.com/textureBin/textureBin.htm (many free very high-quality non-tiling textures)
http://digital-eel.com/surface/files.htmhttp://fps.brainerd.net/fpstextures.htmhttp://freshteam.telefragged.com/team/k ... arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/http://gamefreaks.net/defrag/textures.htmlhttp://home.telefragged.com/wally/madew ... lymade.htmhttp://icns.com/~samir/maps/textures.ziphttp://mapcenter.qeradiant.com/links/te ... aders.html (links)
http://members.home.net/billg58-tmp/textures_1.htmhttp://planetquake.com/hfx/textures.htmlhttp://planetquake.com/lycon/misc.htmhttp://planetquake.com/quint/framedx_en.html#textureshttp://planetquake.com/simland/pages/textures.htmhttp://shaderlab.com/ (WARNING! includes an ad iframe that can bring your browser to its knees)
http://users.nac.net/schwenz/textureindex.htmlhttp://wings.buffalo.edu/AandL/Maecenas/http://www.3dcafe.com/asp/textures.asphttp://www.3r.co.za/texture_pics/http://www.abandoned-places.com/ (hard to navigate)
http://www.afflict.net/http://www.art.net/~jeremy/photo/public_texture/ (about 800 original royalty-free high-quality non-tiling photo JPEGs)
http://www.badmeat.com/ (textures in map .pk3s)
http://www.bbc.co.uk/history/programmes ... inks.shtml (links)
http://www.bc.edu/bc_org/avp/cas/fnart/arch/http://www.bitbrush.com/free.html (samples)
http://www.culturedstone.com/technical/vizable/ (natural and dressed stone, tiling. READ copyright!)
http://www.crack.com/golgotha/browse.html (60Mb zip, 2000+ public domain textures)
http://www.dailydesaster.com/eskimo/ice ... xtures.htmhttp://www.developium.com/ (fora discussing game art, etc.)
http://www.elore.com/elore04.html (hard to navigate, scattered photos)
http://www.elore.com/Gothic/contents.htm (hard to navigate, scattered photos)
http://www.eye.box.sk/ (some non-tilable, not powers of 2)
http://www.france.com/culture/baroque.html (a few architectural photos)
http://www.greatbuildings.com/gbc/gbc_t ... othic.html (also
http://www.greatbuildings.com/)
http://www.grsites.com/textures/ (web textures, tileable, many 128x128 JPEGs suitable for Q3A)
http://www.ibiblio.org/propaganda/ (over 800 512x512 tileable web background textures)
http://www.imageafter.com/index.php (large, high-quality photos and (non-tiling) textures)
http://www.interlog.com/~hermans/architecture.html (links to medieval architecture sites)
http://www.jams.swinternet.co.uk/http://www.marlinstudios.com/ (commercial, tiling)
http://www.massassi.net/mats/ (JK/MotS mats)
http://www.newlogicmedia.com/subverse/http://www.newyorkcarver.com/cathedrallinks.htmhttp://www.oboylephoto.com/ruins/index.htm (great site for map/texture ideas!)
http://www.omni-stone.com/Products.html (none tileable)
http://www.photovault.com/ (photos, none tileable, copyright restricted)
http://www.photoessentials.com (commercial, photos, none tilable, samples watermarked, good for ideas)
http://www.pitt.edu/~medart/index.htmlhttp://www.planethalflife.com/studio/ (8-bit GIF/PCX, 24-bit BMP, tiling)
http://www.planethalflife.com/wadfather/ (site unnavigable without JavaScript)
http://www.planetquake.com/baneforge/files.htm (Q3A skins, look under "Misc." for some textures)
http://www.planetquake.com/bighouse/textures.asp (1000-2000 Q3A, maybe more)
http://www.planetquake.com/davebulow/textures.htmhttp://www.planetquake.com/ikq/art.htm#ikbaseq3 (Q3A, some CTF, also Q2 textures elsewhere on page)
http://www.planetquake.com/meanarena/Q3_textures.html (about 300 Q3A tiling, also Q2 at
http://www.planetquake.com/meanarena/textures.html)
http://www.planetquake.com/mrclean/2dart.shtml (over 180 Q3A, about 60 Q2, tiling; 3 skyboxes)
http://www.planetquake.com/nsq3/files.shtmlhttp://www.planetquake.com/polycount/co ... xtures.htmhttp://www.planetquake.com/polycount/co ... ions.shtml (photos useful as sources for textures. READ conditions of use!)
http://www.planetquake.com/q3radiant/textures.htmhttp://www.planetquake.com/simland/pages/textures.htm (nearly 1000 Q3A; 11 Q3A skyboxes; some other textures removed due to EULA issues)
http://www.planetquake.com/speedy/textures.htmhttp://www.planetquake.com/warehouse/ (hundreds of Q1, over 100 Q2)
http://www.planetunreal.com/forest/ (BMP, PCX, UTX, WAL, JPG for various games (mainly Unreal), tiling)
http://www.planetunreal.com/texturelab/ (tileable GIFs)
http://www.planetunreal.com/TextureUniverse/ (many tiling and non-tiling JPGs (Roman set!); also texture tuts and links to other sites)
http://www.planetunreal.com/ulukai/ (TGA texture set)
http://www.planetunreal.com/undulation/textures_n.htm (claimed UTX and BMP, site unnavigable without JavaScript)
http://www.q-fraggel.de/textures/textures.htmlhttp://www.qmap.org/qthread.php3?type=n ... 3221&pos=0http://www.katsbits.com/download/textures/ (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
http://www.quake3world.com/editing/guides-textures.html (links to texture sites, tuts; many broken links)
http://www.shaderlab.com/http://www.signsofkoth.co.uk/q3textures.htmlhttp://www.stone-light.com/ (pictures of stone structures and buildings; no textures found)
http://www.telefragged.com/soup/index2.html (about 15 Q2/Q3A skyboxes; use "512x512" links for Q3A)
http://www.turbosquid.com/ (free and commercial; requires some searching)
BNA!@Posted: Sat Feb 01, 2003 2:17 pm : That's quite a list SGIK!
Many thanks!
kat@Posted: Fri Aug 29, 2003 6:46 pm : Quote:
http://www.katsbits.com/downloads/ (TGAs in .ZIPs for Q3A only, some with alpha channels; most textures can be used only on Q3A maps; thumbnail feature doesn't work with JavaScript disabled)
just to update my resource SGIK listed above... I rejigged the site so that direct linked page is gone now but
all available textures are listed on every page down the left hand side...
http://www.katsbits.com will get you to the site now
BNA!@Posted: Sat Sep 13, 2003 9:06 am : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
BNA!@Posted: Tue Oct 28, 2003 4:13 pm :
DaZ@Posted: Sun Nov 23, 2003 5:13 am : While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

BNA!@Posted: Sun Nov 23, 2003 8:29 am : DaZ - welcome to the boards and thanks for your explanation.
The link list here is the typical resource index for image maps.
Most artists / designers need a good list of reference images for their work.
You can use lots of photosourced images with Doom³ - most of them will look better than real life after a bit of tweaking and editing. This applies especially to surface type of images (rusted metal and such).
_shank@Posted: Sun Nov 23, 2003 9:35 am : BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.
Look at that...such a modest chap

DaZ@Posted: Sun Nov 23, 2003 12:49 pm : no problem

I just stumbled upon this forum by accident last night and found it ultra helpful so thought I'd sign up, I was about to start a thread asking about the "grey screen of death" but I see you've already got that covered too

Thing is, rolling back to an earlier driver means I cant play halo

Yeah lots of different art sources is good for the map creation process for sure, I have a servere case of sleep deprivation atm and I think I might have mis-read your posts as to say "use these for doom3 now!!" my mistake

Oh and err, hi Im Daz, old skool quake mapper at large

_shank@Posted: Mon Nov 24, 2003 3:56 am : DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large

Hello and welcome...Daz.
bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm : Heres some cool doom2 retextures:
http://www.quake.cz/winclan/doom2/
rujoking@Posted: Tue Aug 10, 2004 4:16 am : Another site for this list, with 3D models and galleries as well as textures:
http://www.3dlinks.com
It's more a collection of links than anything else, and the links can vary in quality from "really totally über-sweet" to "kinda lame." And I'm sure many of the sites already in this thread are linked to by 3dlinks. You can also find commercial textures, though buying a texture CD that costs more than the game for which you're modding seems a bit excessive. Not that excessive is bad, mind you...
-Rujo
***************************
"I'm Rujo, and I approved this message."
kungfucheez@Posted: Fri Aug 13, 2004 2:31 am : DaZ wrote:
While all the textures linked here will work fine in Q3 engine games (and others etc) the Doom 3 engine handles textures very differently and 99% of the textures linked so far would probably look very bad in the game.
Textures in doom 3 are created from using multiple images, where as in Quake 3 you have 1 image which defines the look of the entire texture (plus whatever effects you apply to that texture using shaders)
For example, a simple wall texture in Quake 3 will just be 1 texture, say a .TGA file with a picture of some bricks in it, and there we go job done. If the same texture was re-made for Doom 3 it would have the following files

Diffuse map - this specifies the color of the pixels in each part of the texture.

Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.

Normal map - this image tells the engine where all the bumps and curves are in the texture so that when the light in doom3 interacts with the surface it can pick out all the holes, crevaces and bumps and light them correctly.
So it takes 3 seperate images to make up 1 "material" in doom 3, whereas in Q3 a simple texture will only be 1 image.
Hope this helps, I think I've got all my tech speak correct, but please correct me if Im wrong or you dont understand

Well how would I do this without using photoshop? Is there some sort of free program?
rich_is_bored@Posted: Fri Aug 13, 2004 5:27 am : http://www.texturemaker.com/
It's not free but its a very cheap alternative and it's capable of exporting normalmaps out of the box. $70 is cheap when you compare it to Adobe's asking price of $650 plus everything you make in it will be seamless.
Download the demo. It's a really sweet program and there is a demo you can try out.
Here is the thread I made when I initially tried it out...
http://www.doom3world.org/phpbb2/viewtopic.php?t=1523
BNA!@Posted: Fri Oct 15, 2004 4:30 pm :
mirimar@Posted: Thu Dec 16, 2004 4:39 am : Made an easy way to put folds in some types of fabric textures
http://www.mirimar.org/creating_faux_folds_in__fabric.htm
*Let me know if this post belongs here or in another section instead.