(118) 512×512 pixel seamless rock texture pics

I uploaded (118) 512 x 512 pixel seamless textures of various rocks and rock groupings to Tubosquid. These images were extracted from photos of rocks that I shot with a digital camera, and were made seamless in Gimp. They are 512 pixels wide and high so that the image size is a power of 2, a prerequisite for some 3d render engines and game engines.

Here’s a small summary image that shows what part of the bundle looks like:
seamless rock texture photos

36 512×512 pixel seamless brick textures that have 24 bit depth.

I have uploaded 36 512×512 pixel seamless brick textures that have 24 bit depth to Turbosquid. These images are available at http://www.turbosquid.com/FullPreview/Index.cfm/ID/566147?referral=mastermesh. The photos these were taken from are some photos I took of a church a few years ago. I had never made them seamless til today. Hopefully someone will have uses for these photos. Here’s a small summary image that shows what the bundle looks like: seamless white brick textures sample

Kris 3d model

I’ve creaed a 3d model of Kris in Lightwave that I have uploaded to turbosquid. You can find this at http://www.turbosquid.com/FullPreview/Index.cfm/ID/566126?referral=mastermesh

Here is what this object looks like
KrisKris model

Find out more about Kris weapons at http://en.wikipedia.org/wiki/Kris

3d Handheld Battle Axe

I uploaded a 3d handheld battle axe that I created in Lightwave today to Turbosquid. It can be found at http://www.turbosquid.com/FullPreview/Index.cfm/ID/566053?referral=mastermesh

Here’s what this object looks like:
handheld battle axe
Battle axe
Battle Axe
Handheld Battle Axe

Katana Sword 3d Model

I’ve uploaded a new 3d Katana created in Lightwave to Tubosquid. It can be found at http://www.turbosquid.com/FullPreview/Index.cfm/ID/566018?referral=mastermesh. Here’s what it looks like:
Katanapolygonal view of Katana



Today, I uploaded a zip file contains (42) seamless 256×256 pixel texture maps of asphalt and (27) seamless 512×512 pixel texture maps of asphalt at Turbosquid. It can be found at http://www.turbosquid.com/FullPreview/Index.cfm/ID/565252?referral=mastermesh

Preview of asphalt images

These images are cropped from a few photos I’ve taken of asphalt from a while back. I have decided that going forwards, I am going to try to do zip file collections of seamless texture maps because it’s not too difficult to crop the images or make them seamless. In the past I uploaded raw photos that were not cropped or edited. I have decided that these sort of photos might be a bit more useful if cropped and seamless so that my loyal customers and the product’s end users won’t have to work as hard to make the images usable in their game engines and other 3d applications.

The pixel widths are 256×256 and 512×512 pixels so that the image ratio is a power of two, something that many 3d applications and game engines need to render the images proportionally correct.

Turbosquid links will be forthcoming….

I’m currently in the process of extracting links to all my turbosquid files that exist prior to today and converting them in to html links that I can load up here in the blog. The next several posts will contain the links.

Why, you might ask am I doing this since people can currently go over to Turobsquid and just browse my stuff…

Simple answer to that is because I want to refer to some of that stuff in future posts here, and also maybe give more explicit commentary on the individual files then Turbosquid allows. For instance Turbosquid itself does not like artists to put ways for people to contact them inside of the descriptions of assets on Turbosquid… Turbosquid’s database system is neat, but a little dated… so tagging is not always done the best way over there as it’s limited to x amount of spaces, etc. Tagging here in the blog, I seem to be able to have a lot more abilities then over there.

I currently have over 9000 assets on Turbosquid, so this might take several postings to do. I do plan to put some commentary in to some of the postings giving a little more info about stuff then the turbosquid system itself does.

I’m also doing this because I ultimately want every one of my online assets to be linked to in this blog. Since there’s so many assets over there already, this helps me moving foward since I can cross reference stuff from my blog here, my future portfolio website, and other creative online endeavors I plan to undergo someday.

Some might call this spam, but I hope you understand that it’s not really. The idea here is to document what I have online already, and moving forward, create just as much comprehensive descriptions and links to new works… slowly building my own creative online empire of artwork more or less. It’s something that will take time to do, but this way of doing it is massively faster then the individual linking process I was planning to do a few days back that would have literatlly taken months instead of days…

I want to be able to cross reference stuff on Turbosquid to non-Turbosquid stuff that I have online, have the ability to have people that like my work contact me directly, and do a lot of other things that this will allow me to do in the future, which Turbosquid’s limited functionality cannot provide. I like TS, will continue to use it, and suggest others do likewise, but just feel it’s time to do a lot more then I have done over there, and am limited by what I can do there, so it’s time to bring the there over to here a lot more… Similarly, I’ll be doing likewise with Zazzle, my portfolio website, and maybe even other sites and projects I’ll be working on in the future… This blog is about re-creating MY online identy.

This sort of huge project is just one small part of doing that. I’m trying to take more control of what I create, and can do online. I’m trying to bring the various pieces of my scattered shatters of the online MY back together in to one ME, fully united… that’s what the links in the turbosquid urls that I”m going to post are about… That’s what almost all of my postings here are about… I want and need to be an individual artist not some random, unidentified person out there in cyberspace with millions of shattered pieces orbitting the earth, like space junk that has no purpose anymore… I want to be me, Jeff Thomann, and this is all what part of me trying to do that is about…