MelvinB@Posted: Sun Aug 28, 2005 9:26 am    Post subject: : Accustudio
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 3:06 pm    Post subject: : http://www.imageafter.com/

tons of interesting photo textures at this site...
_________________
Download: My Doom3 mods.



MelvinB@Posted: Fri Sep 02, 2005 3:11 pm    Post subject: :
pbmax wrote:
http://www.imageafter.com/

tons of interesting photo textures at this site...


Already mentioned in the start-post.
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 6:48 pm    Post subject: : Embarassed
_________________
Download: My Doom3 mods.



c777@Posted: Thu Feb 16, 2006 3:29 pm    Post subject: : hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! Sad



pbmax@Posted: Fri May 26, 2006 6:29 pm    Post subject: : "Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_index.php?story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/
_________________
Download: My Doom3 mods.



BNA!@Posted: Fri Nov 29, 2002 12:08 am    Post subject: Texture resources: I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/resources_textures.html
http://www.mayang.com/textures/Architectural/html/Concrete/


Last edited by BNA! on Mon Nov 29, 2004 4:35 pm; edited 3 times in total



demonspawn@Posted: Fri Nov 29, 2002 2:47 am    Post subject: : 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    Post subject: awesome: nice.


some guy I know@Posted: Sat Feb 01, 2003 2:13 pm    Post subject: : 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/photo/public_texture/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.php3?news=1&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/kanaeda/arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madewithwally/wallymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/textures_shaders.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/dibnah/links.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/icepack/textures.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_types/styles/gothic.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/cottages/rorshach/textures/textures.htm
http://www.planetquake.com/polycount/cottages/qbranch/images/texturearc/archiveconditions.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=news&id=20020424063221&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)
_________________
some guy I know sgik.org



BNA!@Posted: Sat Feb 01, 2003 2:17 pm    Post subject: : That's quite a list SGIK!

Many thanks!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



kat@Posted: Fri Aug 29, 2003 6:46 pm    Post subject: :
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
_________________
Co-Admin - Modelling and modding tutorials and tips


Last edited by kat on Sat Jan 08, 2005 7:21 pm; edited 1 time in total



BNA!@Posted: Sat Sep 13, 2003 9:06 am    Post subject: : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



BNA!@Posted: Tue Oct 28, 2003 4:13 pm    Post subject: : http://textures.forrest.cz/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



DaZ@Posted: Sun Nov 23, 2003 5:13 am    Post subject: : 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

Idea Diffuse map - this specifies the color of the pixels in each part of the texture.
Idea Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Idea 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 Smile
_________________
-- DaZ

[ http://www.planetquake.com/dazdranz ] My maps
[ http://www.dazv3.co.uk ] Hard beats



BNA!@Posted: Sun Nov 23, 2003 8:29 am    Post subject: : 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).
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



_shank@Posted: Sun Nov 23, 2003 9:35 am    Post subject: :
BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap Smile
_________________
Shashank Uchil 512x512



DaZ@Posted: Sun Nov 23, 2003 12:49 pm    Post subject: : no problem Smile 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 Surprised

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

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 Smile

Oh and err, hi Im Daz, old skool quake mapper at large Twisted Evil
_________________
-- DaZ

[ http://www.planetquake.com/dazdranz ] My maps
[ http://www.dazv3.co.uk ] Hard beats



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

Hello and welcome...Daz.
_________________
Shashank Uchil 512x512



bb_matt@Posted: Fri Jul 30, 2004 11:12 am    Post subject: : Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_texture_tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm    Post subject: : Heres some cool doom2 retextures:

http://www.quake.cz/winclan/doom2/



rujoking@Posted: Tue Aug 10, 2004 4:16 am    Post subject: Re: Texture resources: Another site for this list, with 3D models and galleries as well as textures:

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    Post subject: :
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

Idea Diffuse map - this specifies the color of the pixels in each part of the texture.
Idea Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Idea 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 Smile





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    Post subject: : 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
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Fri Oct 15, 2004 4:30 pm    Post subject: : Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



mirimar@Posted: Thu Dec 16, 2004 4:39 am    Post subject: : 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.
_________________
Art Creation for Doom http://www.mirimar.org



BNA!@Posted: Fri Nov 29, 2002 12:08 am    Post subject: Texture resources: I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/resources_textures.html
http://www.mayang.com/textures/Architectural/html/Concrete/


Last edited by BNA! on Mon Nov 29, 2004 4:35 pm; edited 3 times in total



demonspawn@Posted: Fri Nov 29, 2002 2:47 am    Post subject: : 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    Post subject: awesome: nice.


some guy I know@Posted: Sat Feb 01, 2003 2:13 pm    Post subject: : 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/photo/public_texture/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.php3?news=1&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/kanaeda/arctic.zip (snow and ice textures and skyboxes)
http://fugue.terrafusion.com/cron/
http://gamefreaks.net/defrag/textures.html
http://home.telefragged.com/wally/madewithwally/wallymade.htm
http://icns.com/~samir/maps/textures.zip
http://mapcenter.qeradiant.com/links/textures_shaders.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/dibnah/links.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/icepack/textures.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_types/styles/gothic.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/cottages/rorshach/textures/textures.htm
http://www.planetquake.com/polycount/cottages/qbranch/images/texturearc/archiveconditions.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=news&id=20020424063221&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)
_________________
some guy I know sgik.org



BNA!@Posted: Sat Feb 01, 2003 2:17 pm    Post subject: : That's quite a list SGIK!

Many thanks!
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



kat@Posted: Fri Aug 29, 2003 6:46 pm    Post subject: :
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
_________________
Co-Admin - Modelling and modding tutorials and tips


Last edited by kat on Sat Jan 08, 2005 7:21 pm; edited 1 time in total



BNA!@Posted: Sat Sep 13, 2003 9:06 am    Post subject: : Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



BNA!@Posted: Tue Oct 28, 2003 4:13 pm    Post subject: : http://textures.forrest.cz/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



DaZ@Posted: Sun Nov 23, 2003 5:13 am    Post subject: : 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

Idea Diffuse map - this specifies the color of the pixels in each part of the texture.
Idea Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Idea 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 Smile
_________________
-- DaZ

[ http://www.planetquake.com/dazdranz ] My maps
[ http://www.dazv3.co.uk ] Hard beats



BNA!@Posted: Sun Nov 23, 2003 8:29 am    Post subject: : 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).
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



_shank@Posted: Sun Nov 23, 2003 9:35 am    Post subject: :
BNA! wrote:
DaZ - welcome to the boards and thanks for your explanation.

Look at that...such a modest chap Smile
_________________
Shashank Uchil 512x512



DaZ@Posted: Sun Nov 23, 2003 12:49 pm    Post subject: : no problem Smile 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 Surprised

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

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 Smile

Oh and err, hi Im Daz, old skool quake mapper at large Twisted Evil
_________________
-- DaZ

[ http://www.planetquake.com/dazdranz ] My maps
[ http://www.dazv3.co.uk ] Hard beats



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

Hello and welcome...Daz.
_________________
Shashank Uchil 512x512



bb_matt@Posted: Fri Jul 30, 2004 11:12 am    Post subject: : Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_texture_tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



Hell Byte@Posted: Mon Aug 09, 2004 6:31 pm    Post subject: : Heres some cool doom2 retextures:

http://www.quake.cz/winclan/doom2/



rujoking@Posted: Tue Aug 10, 2004 4:16 am    Post subject: Re: Texture resources: Another site for this list, with 3D models and galleries as well as textures:

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    Post subject: :
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

Idea Diffuse map - this specifies the color of the pixels in each part of the texture.
Idea Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
Idea 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 Smile





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    Post subject: : 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
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



BNA!@Posted: Fri Oct 15, 2004 4:30 pm    Post subject: : Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki



mirimar@Posted: Thu Dec 16, 2004 4:39 am    Post subject: : 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.
_________________
Art Creation for Doom http://www.mirimar.org



MelvinB@Posted: Sun Aug 28, 2005 9:26 am    Post subject: : Accustudio
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 3:06 pm    Post subject: : http://www.imageafter.com/

tons of interesting photo textures at this site...
_________________
Download: My Doom3 mods.



MelvinB@Posted: Fri Sep 02, 2005 3:11 pm    Post subject: :
pbmax wrote:
http://www.imageafter.com/

tons of interesting photo textures at this site...


Already mentioned in the start-post.
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 6:48 pm    Post subject: : Embarassed
_________________
Download: My Doom3 mods.



c777@Posted: Thu Feb 16, 2006 3:29 pm    Post subject: : hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! Sad



pbmax@Posted: Fri May 26, 2006 6:29 pm    Post subject: : "Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_index.php?story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/
_________________
Download: My Doom3 mods.



BNA!@Posted: Fri Nov 29, 2002 1:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



demonspawn@Posted: Fri Nov 29, 2002 3:47 am :
Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.



Cyper@Posted: Sat Nov 30, 2002 5:25 am :
nice.



some guy I know@Posted: Sat Feb 01, 2003 3:13 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 3:17 pm :
That's quite a list SGIK!

Many thanks!



kat@Posted: Fri Aug 29, 2003 7:46 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 10:06 am :
Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/



BNA!@Posted: Tue Oct 28, 2003 5:13 pm :
http://textures.forrest.cz/



DaZ@Posted: Sun Nov 23, 2003 6:13 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 9:29 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 10:35 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 1:49 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 :o

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 :twisted:



_shank@Posted: Mon Nov 24, 2003 4:56 am :
DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large :twisted:

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 12:12 pm :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



Hell Byte@Posted: Mon Aug 09, 2004 7:31 pm :
Heres some cool doom2 retextures:

http://www.quake.cz/winclan/doom2/



rujoking@Posted: Tue Aug 10, 2004 5:16 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 3:31 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 6:27 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 5:30 pm :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



mirimar@Posted: Thu Dec 16, 2004 5:39 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.



MelvinB@Posted: Sun Aug 28, 2005 10:26 am :
Accustudio



pbmax@Posted: Fri Sep 02, 2005 4:06 pm :
http://www.imageafter.com/

tons of interesting photo textures at this site...



MelvinB@Posted: Fri Sep 02, 2005 4:11 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 7:48 pm :
:oops:



c777@Posted: Thu Feb 16, 2006 4:29 pm :
hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! :(



pbmax@Posted: Fri May 26, 2006 7:29 pm :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



MelvinB@Posted: Wed Feb 28, 2007 10:10 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 11:54 am :
Hi, I have a new textures site:
http://textures.z7server.com/
Titti



Square@Posted: Thu Oct 25, 2007 2:16 am :
.



fabian@Posted: Fri Mar 21, 2008 5:08 am :
OMFG SICK DOG!



mc2@Posted: Fri May 16, 2008 4:23 am :
Great textures here
http://www.texturebits.blogspot.com/



bashport@Posted: Tue Jul 29, 2008 1:02 pm :
Whoever is in need of the msvcp71.dll, the compressonator requires:

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71


Quote:
[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.



cgalley@Posted: Mon Aug 17, 2009 8:21 am :
:arrow:http://www.assistcg.com/ high-end tileable textures



PhotoshopMan@Posted: Mon Jul 26, 2010 9:36 pm :
New free texture resource popped up at http://www.texturemate.com Looks like they have lots of great stuff!



MelvinB@Posted: Sun Aug 28, 2005 10:26 am :
Accustudio



pbmax@Posted: Fri Sep 02, 2005 4:06 pm :
http://www.imageafter.com/

tons of interesting photo textures at this site...



MelvinB@Posted: Fri Sep 02, 2005 4:11 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 7:48 pm :
:oops:



c777@Posted: Thu Feb 16, 2006 4:29 pm :
hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! :(



pbmax@Posted: Fri May 26, 2006 7:29 pm :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



MelvinB@Posted: Wed Feb 28, 2007 10:10 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 11:54 am :
Hi, I have a new textures site:
http://textures.z7server.com/
Titti



Square@Posted: Thu Oct 25, 2007 2:16 am :
.



fabian@Posted: Fri Mar 21, 2008 5:08 am :
OMFG SICK DOG!



mc2@Posted: Fri May 16, 2008 4:23 am :
Great textures here
http://www.texturebits.blogspot.com/



bashport@Posted: Tue Jul 29, 2008 1:02 pm :
Whoever is in need of the msvcp71.dll, the compressonator requires:

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71


Quote:
[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.



cgalley@Posted: Mon Aug 17, 2009 8:21 am :
:arrow:http://www.assistcg.com/ high-end tileable textures



PhotoshopMan@Posted: Mon Jul 26, 2010 9:36 pm :
New free texture resource popped up at http://www.texturemate.com Looks like they have lots of great stuff!



BNA!@Posted: Fri Nov 29, 2002 1:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



demonspawn@Posted: Fri Nov 29, 2002 3:47 am :
Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.



Cyper@Posted: Sat Nov 30, 2002 5:25 am :
nice.



some guy I know@Posted: Sat Feb 01, 2003 3:13 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 3:17 pm :
That's quite a list SGIK!

Many thanks!



kat@Posted: Fri Aug 29, 2003 7:46 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 10:06 am :
Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/



BNA!@Posted: Tue Oct 28, 2003 5:13 pm :
http://textures.forrest.cz/



DaZ@Posted: Sun Nov 23, 2003 6:13 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 9:29 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 10:35 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 1:49 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 :o

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 :twisted:



_shank@Posted: Mon Nov 24, 2003 4:56 am :
DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large :twisted:

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 12:12 pm :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



Hell Byte@Posted: Mon Aug 09, 2004 7:31 pm :
Heres some cool doom2 retextures:

http://www.quake.cz/winclan/doom2/



rujoking@Posted: Tue Aug 10, 2004 5:16 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 3:31 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 6:27 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 5:30 pm :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



mirimar@Posted: Thu Dec 16, 2004 5:39 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.



MelvinB@Posted: Sun Aug 28, 2005 10:26 am :
Accustudio



pbmax@Posted: Fri Sep 02, 2005 4:06 pm :
http://www.imageafter.com/

tons of interesting photo textures at this site...



MelvinB@Posted: Fri Sep 02, 2005 4:11 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 7:48 pm :
:oops:



c777@Posted: Thu Feb 16, 2006 4:29 pm :
hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! :(



pbmax@Posted: Fri May 26, 2006 7:29 pm :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



MelvinB@Posted: Wed Feb 28, 2007 10:10 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 11:54 am :
Hi, I have a new textures site:
http://textures.z7server.com/
Titti



Square@Posted: Thu Oct 25, 2007 2:16 am :
.



fabian@Posted: Fri Mar 21, 2008 5:08 am :
OMFG SICK DOG!



mc2@Posted: Fri May 16, 2008 4:23 am :
Great textures here
http://www.texturebits.blogspot.com/



bashport@Posted: Tue Jul 29, 2008 1:02 pm :
Whoever is in need of the msvcp71.dll, the compressonator requires:

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71


Quote:
[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.



cgalley@Posted: Mon Aug 17, 2009 8:21 am :
:arrow:http://www.assistcg.com/ high-end tileable textures



PhotoshopMan@Posted: Mon Jul 26, 2010 9:36 pm :
New free texture resource popped up at http://www.texturemate.com Looks like they have lots of great stuff!



BNA!@Posted: Fri Nov 29, 2002 12:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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.



MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
Accustudio



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 :
:oops:



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 :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



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 :
October 2007

Forgive me for not asking permission from the authors.

I've mirrored lots of textures here. Over 800MB of many texture packs, inccluding partially recovered Jeremy Engleman's public textures.

197 textures from a 3Dref dead site, recovered from the internet archive

http://www.pawas.com/ (collection of arts, photographs and textures)
http://www.stockvault.net/index.php (same as above. Accepts uploads)
http://free3dstextures.com/ (Textures and photographs licensed under creative commons)
http://www.mega-tex.nl/highqualitytextu ... p?album=22 (photographic textures. Accepts uploads)
http://www.accustudio.com/exchange/textures.php?dir= (Another huge database of textures. Accepts submissions)
http://www.gamingtextures.com/ (Free low res textures. Paid users get high res textures)
http://textures.pedramk.com/index-html.php (big database of photographic textures.
http://www.3dimplant.com/images.php (another big collection. No subscription needed, all free and high res)
http://www.3dimplant.com/images.php (some more photographic sources)
http://textures.pedramk.com/index-html.php
http://www.3dimplant.com/images.php
http://www.3dimplant.com/images.php
http://www.pixelpoke.com/FREE%20PIXELS_textures.html
http://www.afflict.net/option_1/option_1.htm
http://www.2textured.com/main.php
http://www.3d-resources.com/3d_textures.php
http://www.3dvalley.com/textures.shtml
http://www.zbrush3.com/textures/index.html
http://www.archivetextures.net/
http://www.change-books.com/free-art-te ... metal.html
http://www.davegh.com/blade/davegh.htm
http://www.texturevault.com/cpg1410/index.php
http://www.lynnart.net/textures/wood/
http://www.planit3d.com/source/texture_ ... tures.html
http://texturez.com/
http://www.lapicesdecolores.com/neuras3d/texturas.html
http://www.texturearchive.com/
http://www.boogaholler.com/bjudy/finear ... tures.html
http://www.photoshoptextures.com/
http://www.freeseamlesstextures.com/
http://www.cr-market.com/en/index.php
http://www.freetexturemaps.com/
http://www.openfootage.net/
http://www.thegrimypolygon.com/
http://www.txpgone3d.com/portal.php
http://www.texarch.eu/
http://www.oneodddude.net/index.php
http://www.newtek.com/freestuff/
http://www.3dmd.net/gallery/
http://www.texturewarehouse.com/gallery/index.php
http://www.sharecg.com/b/6/Textures



BNA!@Posted: Fri Nov 29, 2002 1:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



demonspawn@Posted: Fri Nov 29, 2002 3:47 am :
Thanks BNA the first one
http://www.newlogicmedia.com/subverse/
has some great textures...talented guy.



Cyper@Posted: Sat Nov 30, 2002 5:25 am :
nice.



some guy I know@Posted: Sat Feb 01, 2003 3:13 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 3:17 pm :
That's quite a list SGIK!

Many thanks!



kat@Posted: Fri Aug 29, 2003 7:46 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 10:06 am :
Matt pointed us to this one - great site for free photosource images:
http://www.sxc.hu/



BNA!@Posted: Tue Oct 28, 2003 5:13 pm :
http://textures.forrest.cz/



DaZ@Posted: Sun Nov 23, 2003 6:13 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 9:29 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 10:35 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 1:49 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 :o

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 :twisted:



_shank@Posted: Mon Nov 24, 2003 4:56 am :
DaZ wrote:
Oh and err, hi Im Daz, old skool quake mapper at large :twisted:

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 12:12 pm :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



Hell Byte@Posted: Mon Aug 09, 2004 7:31 pm :
Heres some cool doom2 retextures:

http://www.quake.cz/winclan/doom2/



rujoking@Posted: Tue Aug 10, 2004 5:16 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 3:31 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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 6:27 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 5:30 pm :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



mirimar@Posted: Thu Dec 16, 2004 5:39 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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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.



MelvinB@Posted: Sun Aug 28, 2005 10:26 am :
Accustudio



pbmax@Posted: Fri Sep 02, 2005 4:06 pm :
http://www.imageafter.com/

tons of interesting photo textures at this site...



MelvinB@Posted: Fri Sep 02, 2005 4:11 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 7:48 pm :
:oops:



c777@Posted: Thu Feb 16, 2006 4:29 pm :
hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! :(



pbmax@Posted: Fri May 26, 2006 7:29 pm :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



MelvinB@Posted: Wed Feb 28, 2007 10:10 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 11:54 am :
Hi, I have a new textures site:
http://textures.z7server.com/
Titti



Square@Posted: Thu Oct 25, 2007 2:16 am :
.



fabian@Posted: Fri Mar 21, 2008 5:08 am :
OMFG SICK DOG!



mc2@Posted: Fri May 16, 2008 4:23 am :
Great textures here
http://www.texturebits.blogspot.com/



bashport@Posted: Tue Jul 29, 2008 1:02 pm :
Whoever is in need of the msvcp71.dll, the compressonator requires:

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp71


Quote:
[addendum] There's a potential problem some may have when installing the Doom 3 compatable version of the Compressonator onto a fresh Windows (cleaned) install. Apparently ATI didn't include a couple of commonly used DLL files in the *.msi self extracting installer as they were most likely relying on the missing files to have been installed by other programs. It does mean however, the program errors out because it can't find them.



cgalley@Posted: Mon Aug 17, 2009 8:21 am :
:arrow:http://www.assistcg.com/ high-end tileable textures



PhotoshopMan@Posted: Mon Jul 26, 2010 9:36 pm :
New free texture resource popped up at http://www.texturemate.com Looks like they have lots of great stuff!



MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
Accustudio



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 :
:oops:



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 :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



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 :
October 2007

Forgive me for not asking permission from the authors.

I've mirrored lots of textures here. Over 800MB of many texture packs, inccluding partially recovered Jeremy Engleman's public textures.

197 textures from a 3Dref dead site, recovered from the internet archive

http://www.pawas.com/ (collection of arts, photographs and textures)
http://www.stockvault.net/index.php (same as above. Accepts uploads)
http://free3dstextures.com/ (Textures and photographs licensed under creative commons)
http://www.mega-tex.nl/highqualitytextu ... p?album=22 (photographic textures. Accepts uploads)
http://www.accustudio.com/exchange/textures.php?dir= (Another huge database of textures. Accepts submissions)
http://www.gamingtextures.com/ (Free low res textures. Paid users get high res textures)
http://textures.pedramk.com/index-html.php (big database of photographic textures.
http://www.3dimplant.com/images.php (another big collection. No subscription needed, all free and high res)
http://www.3dimplant.com/images.php (some more photographic sources)
http://textures.pedramk.com/index-html.php
http://www.3dimplant.com/images.php
http://www.3dimplant.com/images.php
http://www.pixelpoke.com/FREE%20PIXELS_textures.html
http://www.afflict.net/option_1/option_1.htm
http://www.2textured.com/main.php
http://www.3d-resources.com/3d_textures.php
http://www.3dvalley.com/textures.shtml
http://www.zbrush3.com/textures/index.html
http://www.archivetextures.net/
http://www.change-books.com/free-art-te ... metal.html
http://www.davegh.com/blade/davegh.htm
http://www.texturevault.com/cpg1410/index.php
http://www.lynnart.net/textures/wood/
http://www.planit3d.com/source/texture_ ... tures.html
http://texturez.com/
http://www.lapicesdecolores.com/neuras3d/texturas.html
http://www.texturearchive.com/
http://www.boogaholler.com/bjudy/finear ... tures.html
http://www.photoshoptextures.com/
http://www.freeseamlesstextures.com/
http://www.cr-market.com/en/index.php
http://www.freetexturemaps.com/
http://www.openfootage.net/
http://www.thegrimypolygon.com/
http://www.txpgone3d.com/portal.php
http://www.texarch.eu/
http://www.oneodddude.net/index.php
http://www.newtek.com/freestuff/
http://www.3dmd.net/gallery/
http://www.texturewarehouse.com/gallery/index.php
http://www.sharecg.com/b/6/Textures



MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
Accustudio



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 :
:oops:



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 :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



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/



MelvinB@Posted: Sun Aug 28, 2005 9:26 am    Post subject: : Accustudio
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 3:06 pm    Post subject: : http://www.imageafter.com/

tons of interesting photo textures at this site...
_________________
Trinity Powered Games



MelvinB@Posted: Fri Sep 02, 2005 3:11 pm    Post subject: :
pbmax wrote:
http://www.imageafter.com/

tons of interesting photo textures at this site...


Already mentioned in the start-post.
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 6:48 pm    Post subject: : Embarassed
_________________
Trinity Powered Games



c777@Posted: Thu Feb 16, 2006 3:29 pm    Post subject: : hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! Sad



pbmax@Posted: Fri May 26, 2006 6:29 pm    Post subject: : "Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_index.php?story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/
_________________
Trinity Powered Games



MelvinB@Posted: Wed Feb 28, 2007 9:10 pm    Post subject: Genetica Texture Pack 3 Released:
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/
_________________
]|[ Melvin ]|[



BNA!@Posted: Fri Nov 29, 2002 12:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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.



MelvinB@Posted: Sun Aug 28, 2005 9:26 am    Post subject: : Accustudio
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 3:06 pm    Post subject: : http://www.imageafter.com/

tons of interesting photo textures at this site...
_________________
Download: My Doom3 mods.



MelvinB@Posted: Fri Sep 02, 2005 3:11 pm    Post subject: :
pbmax wrote:
http://www.imageafter.com/

tons of interesting photo textures at this site...


Already mentioned in the start-post.
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 6:48 pm    Post subject: : Embarassed
_________________
Download: My Doom3 mods.



c777@Posted: Thu Feb 16, 2006 3:29 pm    Post subject: : hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! Sad



pbmax@Posted: Fri May 26, 2006 6:29 pm    Post subject: : "Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_index.php?story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/
_________________
Download: My Doom3 mods.



BNA!@Posted: Fri Nov 29, 2002 12:08 am :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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.



MelvinB@Posted: Sun Aug 28, 2005 9:26 am    Post subject: : Accustudio
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 3:06 pm    Post subject: : http://www.imageafter.com/

tons of interesting photo textures at this site...
_________________
Trinity Powered Games



MelvinB@Posted: Fri Sep 02, 2005 3:11 pm    Post subject: :
pbmax wrote:
http://www.imageafter.com/

tons of interesting photo textures at this site...


Already mentioned in the start-post.
_________________
]|[ Melvin ]|[



pbmax@Posted: Fri Sep 02, 2005 6:48 pm    Post subject: : Embarassed
_________________
Trinity Powered Games



c777@Posted: Thu Feb 16, 2006 3:29 pm    Post subject: : hey what happend to http://www.newlogicmedia.com/subverse/ ??
great textures in there!! Sad



pbmax@Posted: Fri May 26, 2006 6:29 pm    Post subject: : "Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_index.php?story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/
_________________
Trinity Powered Games



MelvinB@Posted: Wed Feb 28, 2007 9:10 pm    Post subject: Genetica Texture Pack 3 Released:
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/
_________________
]|[ Melvin ]|[



MelvinB@Posted: Sun Aug 28, 2005 9:26 am :
Accustudio



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 :
:oops:



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 :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



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 :
Accustudio



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 :
:oops:



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 :
"Spiral Graphics Releases Genetica Viewer, Textures"

http://www.gamasutra.com/php-bin/news_i ... story=9463


these also include specular and height maps.

http://www.spiralgraphics.biz/

http://www.spiralgraphics.biz/viewer/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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 :
I thought a linkpost for texture resources might fit into the level editng forum.

How to create textures for Doom 3

Let's get it started with these links - please feel free to add more!

http://www.newlogicmedia.com/subverse/
http://www.animax.it/
http://www.3dcafe.com/asp/default.asp
http://www.sxc.hu/
http://users.nac.net/schwenz/
http://amethyst7.gotdoofed.com/
http://chandra.harvard.edu/photo/2002/0052/more.html
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
http://www.imageafter.com/index.php
http://gw.marketingden.com/planets/planets.html
http://www.mayang.com/textures/
http://www.planethalflife.com/wadfather/
http://astronomy.swin.edu.au/~pbourke/terrain/mars32/
http://astronomy.swin.edu.au/~pbourke/texture/
http://www.1000skies.com/

Photography source material
http://www.monitorstudios.com/bcloward/ ... tures.html
http://www.mayang.com/textures/Architec ... /Concrete/



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.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.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.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 :
http://textures.forrest.cz/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :o

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 :twisted:



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

Hello and welcome...Daz.



bb_matt@Posted: Fri Jul 30, 2004 11:12 am :
Photoshop Normal Map Plugin :-

http://developer.nvidia.com/object/nv_t ... tools.html

The Gimp Normal Map Plugin :-

http://nifelheim.dyndns.org/%7ecocidius/normalmap/



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

:idea: Diffuse map - this specifies the color of the pixels in each part of the texture.
:idea: Specular map - this image tells the engine what parts of the texture are shiney and how shiney these parts should be.
:idea: 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 :
Made my three sets of normal maps available again:

http://www.pcgamemods.com/7916/
http://www.pcgamemods.com/7940/
http://www.pcgamemods.com/7943/



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.