iliveisl

 

3 free texture sites

8 comments

looking for free textures is a hit or miss thing it seems.  while looking for a sit script i found these sites with free textures

many are tiling textures which saves loads of time.  don’t forget that textures can have a HUGE impact on lag

have fun and make the virtual world prettier one texture at a time  =)

http://www.cgtextures.com/

update feb 26, ’12 - two sites i use for symbols and signs:

The Noun Project (needs Chrome, Safari, or FF)

AIGA Symbol Signs

Bones0019_thumbhuge

i should put this in the Enercity catacombs! just like the real ones in paris!

Paris catacombs on Wikipedia

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written by Ener Hax

November 23rd, 2009 at 10:07 pm

8 comments to '3 free texture sites'

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  1. [...] This post was mentioned on Twitter by Robert Myers, milady. milady said: RT @iliveisl w00t! new post, 3 free texture sites – http://blog.iliveisl.com/5w #secondlife #textures [...]

  2. [...] This post was mentioned on Twitter by Robert Myers, milady. milady said: RT @iliveisl w00t! new post, 3 free texture sites – http://blog.iliveisl.com/5w #secondlife #textures [...]

  3. [...] This post was Twitted by littleslsecrets [...]

  4. We just started a new site where you can download free textures. http://textures.creatiif.net.

    Felix

    10 Feb 10 at 1:59 am

  5. thanks Felix! =)

    iliveisl

    17 Feb 10 at 11:06 pm

  6. [...] This post was mentioned on Twitter by Jenn Forager, TrudyTakacs. TrudyTakacs said: RT @JennFor: RT @iliveisl 3 free texture sites http://bit.ly/aYyVmB [...]

  7. [...] of images, finding good ones can be tough and i leave a post listed down there on the right with some texture links. i just saw someone retweet it and figured [...]

  8. I have tinkered around with the default images in OpenSim and after using Gimp image editor to resize/resample them, my sim seems to run a bit smoother at least from the viewer load aspect. By reducing a 512×512 pixel image to 256×256 pixels, it uses 1/4th the viewer load for that one image. I resized the moon texture as well, since it is far away I thought the blurriness might not be so noticable that way. Png image format looks great and handles transparency, balancing lightness with visual quality between tga and jpg image types.

    My largest image is 512×512, but lately I have been reducing image sizes on things that can be set to glow, such as a 16×16 pixel hair prim texture. I tested this in SL by making a hair mod for my KZK Sergal avatar, with my outdated 1 core laptop’s limited power, it made a noticeable difference for me while moving, turning, flying, running, driving, and changing outfits. After doing this, I went super minimal and created a 1×1 pixel white blank jpg texture (@ 313 bytes!) and SL resized it back up to 4×4 pixels during the upload process, however that texture made my normally blank textured builds seem much lighter on viewer resources, making my max speed objects less jittery in my view.

    The default blank texture for SL is 32×32 pixels, and much lighter than the default plywood texture @ 512×512 pixels. My next project is to find the perfect balance for higher gaming performance for my sim, such as using a 16×16 floor tile texture set (maybe up to 32×32) that still looks plesant to the eye while reducing considerable viewer load. Water textures may not be so easy to shrink, as the visual quality suffers dramatically from this.

    As a side note, I built a giant (about 50 meters tall) Sonic Hedgehog from nothing more than 0.5^3 meter cubes and used the minimal 4×4 blank texture I uploaded to reduce viewer load from the huge primmy build. I know.. why pixel art in the sim? I’m a bit old-school and simply enjoy the old 8-bit games as much as the latest blockbuster 3D hits. I had to divide Sonic into 3 large sections due to prim link number limits. Try making a 16×16 or 32×32 pixel floor texture for your sim. you can always switch back to the default if you nuu likey. I made one diagonal like a field with 2 tones of green as a mowed lawn look. I like the feeling of no lag in my sim. Scripts lag the sim, but after textures initially load, they seem to only lag the viewer, and running a stand-alone sim on the same machine as the viewer runs on will add to that lag, so I try many ways to reduce lag here and there when I can while rolling my own textures. Tiny textures don’t have to look like 8-bit games, but I like the style. ^,..,^

    Sincerely,
    Mick Scarbridge (SL).

    Mick Scarbridge

    10 Jun 13 at 11:50 pm

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