Free Seamless textures from Material Jam

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Liman
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Free Seamless textures from Material Jam

Post by Liman » 03 Feb 2018, 14:43

Image

Dear artists and developers,

We welcome you to join MaterialJam.com - our growing library of digital materials.
The materials we offer are 100% ORIGINAL and FREE for everyone. We provide one free download everyday for any of the materials in our library. For those who need more downloads we have special offers.
All of our the materials come with Royalty Free License and can be used right away in your projects.

Enjoy having one more source of art assets!

Sincerely,
Image
MaterialJam.com , a service of Liman3D

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bitkar
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Re: Free Seamless textures from Material Jam

Post by bitkar » 07 Feb 2018, 10:52

thumbs up! thanks
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)

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Draise
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Re: Free Seamless textures from Material Jam

Post by Draise » 07 Feb 2018, 14:18

Thanks! Another good site for textures. Though.. some are not PBR, nor have normals or just albedo maps, etc. Are you thinking to upload those kinds one day? Might make the site stand out over the competition. Currently Quixel Megascans are the only ones doing that, and they are not free at all.

Thanks for sharing though, wish you all the best success.

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bitkar
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Re: Free Seamless textures from Material Jam

Post by bitkar » 08 Feb 2018, 14:59

what is PBR? what is Albedo? never heard that words :) did i miss something?
textures having normals?? 3d objects have normals...
Michal aka bitkar
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Re: Free Seamless textures from Material Jam

Post by Draise » 09 Feb 2018, 15:46

Physically Based Rendering = PBR.. meaning you can use a greyscale image to define "Roughness/Specular" and another for "Mattalic" - and use the "Albedo" or flat colour as the drive. These shaders for render engines are strong enough to work under all types of lighting and calculations, even in game engines.. no need to work on changing specular/roughness and ambient manually every time you change the sun to get realistic textures , or change lighting settings - they just work.

This is very typical of Substance Painter and game engines, and the newer render engines. It's just a workflow. The darker the albedo is, the lighter the metallic map. The rougher the metal, the lighter the roughness map, and etc. All of these have fresnel included into the material for reflection.. but technically with those 3 maps, you can get rather realistic and dynamic material.

Blender currently runs the Unprincipeled shader, which is PBR compatible.

Normal maps are what the WS in truespace uses to generate bump. They are images built from something blue, with green and red showing what is XY to affect the light - to show what angle light should "deform" or show specular highlights (even if in 3D the surface is flat).

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