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Author Topic: Modern / Near-Future / Sci-Fi Street & Interior Tiles  (Read 2512 times)

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2516
Modern / Near-Future / Sci-Fi Street & Interior Tiles
« on: 22 November 2015, 02:22:33 PM »
I made these tiles long ago, but I noticed I didn't create a thread for these yet on the LAF, so here it is.

They are available in PNG format at 100 DPI and as PDF at 300 DPI, with a standard size of 6 inches.

The PDF version has gridded and non-gridded versions of each tiles.

https://www.dropbox.com/s/7f1q1aqfp3sxlid/Streets_V2_PDF.zip?dl=0
https://www.dropbox.com/s/yolxl9gvzu1y2ou/Streets_V2_PNG.zip?dl=0



There's also a large collection of interior floorplans available:


PNG:
https://www.dropbox.com/s/g3vzvncvygraw2x/L4D_PNG100_1.zip?dl=0
https://www.dropbox.com/s/l7pthq0rc037rgt/L4D_PNG100_2.zip?dl=0

PDF:
https://www.dropbox.com/s/sueboxejwxpg3s5/L4D_PDF300.zip?dl=0

Sample (about 10% of the included floorplans)

Offline Cory

  • Mastermind
  • Posts: 1012
Re: Modern / Near-Future / Sci-Fi Street & Interior Tiles
« Reply #1 on: 22 November 2015, 03:44:18 PM »
Ooh, shiny.

Dowloaded and thank you.
.

Offline Malebolgia

  • Scatterbrained Genius
  • Posts: 3850
  • Lost in Cyberspace
    • Paintoholic
Re: Modern / Near-Future / Sci-Fi Street & Interior Tiles
« Reply #2 on: 22 November 2015, 04:16:17 PM »
Woooooooooow! Awesome design. Will download them tonight. Thanks!!!
“What use was time to those who'd soon achieve Digital Immortality?”

Offline creepy hero

  • Student
  • Posts: 19
    • CreepyHero Studios
Re: Modern / Near-Future / Sci-Fi Street & Interior Tiles
« Reply #3 on: 22 November 2015, 05:44:27 PM »
These are awesome, thanks!

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2516
Re: Modern / Near-Future / Sci-Fi Street & Interior Tiles
« Reply #4 on: 22 November 2015, 08:26:50 PM »
the interior floorplans were all done in an extremely time-consuming process, where I had to extract meshes, diffuse and normal textures, convert them into useable file types, and then import them into a 3d modelling application, where each model was reassembled and given a new material made from the extracted and converted texture maps. Then, the basic geometry (floor and walls) was made and also textures where applicable. Light sources were added according to where they would realistically be in a room or sunlight shining through windows. Then the whole scene was rendered from above with an orthographic camera, and the resulting image edited in Photoshop to add the wall outlines and to resize and crop it.

 

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