Thomas @ Stylized Station Profile picture
Jul 29, 2022 10 tweets 6 min read Read on X
Making textures and sprites from scratch for #vfx can be a tedious and time-consuming process.
So here's my collection of 1000+ free noise, particle & sprite textures for #realtimevfx artists from various sources.
1/
1. VFExtra Texture pack by @Niels_Dewitte (50+ textures)
nielsdewitte.be/index.php?page… Image
2. Free noise pack by @Luos_83
luos.gumroad.com/l/FreeNoise Image
3. 20+ Free noise textures by @pmargacz
1mafx.gumroad.com/l/14Noise Image
4. Free smoke pack by @KenneyNL (70+ files)
kenney.nl/assets/smoke-p… Image
5. 7 free noise textures by Denis Fedorenko
artstation.com/marketplace/p/… Image
6. Sprite Particle pack by @KenneyNL (80+ sprites) I use this sprite pack for 80% of my vfx, highly recommended. Sorry Kenney I couldn't track down this pack on your site
opengameart.org/content/partic… Image
7. MASSIVE Noise texture pack by Screaming Brain Studios (250+ textures)
opengameart.org/content/noise-… Image
8. Bonus for making it to the end: Create & customize sprites for free with EffectTextureMaker
mebiusbox.github.io/contents/Effec… Image
Please read the creator's copyright + permission use cases before using these textures.

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Thomas @ Stylized Station

Thomas @ Stylized Station Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @StylizedStation

Aug 8, 2023
Have you ever wondered how the grass in Ghost of Tsushima looks so good?

Wouldn't these environments take decades to build by hand?

Believe it or not, Sucker Punch Studios actually used some very creative techniques to let the grass build itself.

Another long 🧵
To achieve their goal of creating a painterly look for their grass, Sucker Punch Studios originally went for traditional grass cards early in their prototyping phase.

But this wasn’t practical for the amount of grass density they wanted to achieve. Image
Overdraw was a big problem, and they wanted to render lots of grass that interacted with the wind...

So Sucker Punch Productions chose to render their fields by generating individual blades of grass on the GPU that could each have their own procedural appearance and animation. Image
Read 33 tweets
Jul 29, 2023
Genshin Impact has some beautiful water shaders which probably took them years to develop.

So let's make it in Unreal Engine 5 in 3 minutes.

Another big 🧵
When creating your project, make sure to have starter content enabled. We’re going to be using the water normal map later on. Image
Let’s add the Single Layer Water Node to our material graph, set our blending to Opaque, and change the shading mode to Single Layer Water. Image
Read 26 tweets
Jun 5, 2023
If you play many video games, you may have noticed something interesting. Everything is flat.

But these flat models are all catching the light and reacting as if they have a limitless amount of polygons. So what's the reason for this, and why is it happening?

Another long 🧵 Image
Back in the day, most games used very primitive shapes for pretty much everything.
This worked for a while, but the one major downside is that everything looked too polygonal; remember Lara croft?
Read 31 tweets
May 23, 2023
Have you ever wondered how game designers create such massive open worlds?

Wouldn't these environments take decades to build by hand?

Believe it or not, there's actually a way to make these worlds build themselves.

Another long 🧵
Let's get right into it.

Large, open-world games will almost always feature these massive landscapes with mountain ranges, cliffs, and rivers.
Typically to create these by hand, artists would have to use sculpting software to painstakingly create rocks and other shapes that make up the greater landscape and silhouette of the environment.
Read 26 tweets
May 18, 2023
Ever wondered how clouds work in video games?

They may be an afterthought for gamers, but creating clouds is one of the most exciting and complex topics in game art.

We have a lot fo talk about, so lets get right into it.

Another massive 🧵
Back in the day, there weren’t really clouds in video games.
Sure, you could see clouds, but these were just handpainted photoshopped images projected onto something called a skybox - a method of creating backgrounds to make a video game level appear larger than it really is.
Read 36 tweets
May 17, 2023
Ever wondered why you can find these awkward lines in textures, even in your favourite AAA games?

It's not because game artists are lazy; there's actually a very specific reason why this happens.

Another thick 🧵 Image
If you’ve ever played any video game before, you’ve probably seen this Image
And this: Image
Read 37 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(