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马林图库:Marlin Studios Seamless Outdoor Textures2-Rustic Exteriro Sufaces,说明

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发表于 2002-1-17 21:32:56 | 显示全部楼层 |阅读模式

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【精品图库】马林图库:Marlin Studios Seamless Outdoor Textures2-Rustic Exteriro Sufaces,说明见内... (10千字)
发信人:XDSoft
时 间:2001-7-20 16:10:55
阅读次数:502
详细信息:

Seamless Textures2 - Rustic Exterior Surfaces

from Marlin Studios
_______________________________________________________________________
_______________________________________________________________________

FEATURES

- 310 Seamless, tileable textures
- Three resolutions: Large (1280x1024 max.), Medium (66% of Large), Small (33% of Large)
- Bump (elevation) maps for all textures (930 total)
- 17 Logical texture categories
- 22 Colorful, indexed thumbnail pages make finding textures easy
- All textures taken from original photography in rural area of Western Canada
- Created by renown graphics artist/ photographer Geoff Holman, with editing by Tom Marlin
- All textures and bumps tested for functionality in graphics programs
- Convenient maximum-quality, 24-bit JPG format for lower file sizes and use on most platforms
- Textures may be used royalty free in other graphics images (see License Agreement)

USES

- General-purpose 2D and 3D computer art and animation
- 2D and 3D computer games
- Web content development
- Multimedia applications
- Film industry CGI
- Architectural visualizations
- Legal animations and renderings
- Engineering/product design and visualizations


SYSTEM REQUIREMENTS

- Any PC supporting computer graphics
- CD Player
- PC/Windows, Mac, Amiga, DEC platforms
- Creative mind, artistic spirit

CATEGORIES & NUMBER

11  BRICKS
18  CONCRETES
30  DOORS
5  ELECTRICAL EQUIP.
7  GRASSES
19  GRATES
15  GROUNDS
6  LANDS
26  METALS
9  PAINTS
14  PILES
23  ROCKS
41  RUSTS
10  STONES
7  STUCCOS
33  WINDOWS
36 WOODS.


FINALLY, COMES THE SEQUEL
by Tom Marlin
President, Marlin Studios

    In the past year, I've watched our "Seamless Textures You Can Really Use" CD light up the graphic works of artists from all around the world. This has been personally rewarding for me, watching a concept I once had turn into a best-selling CD.  My personal thanks go to all who have purchased "Seamless1."     
    Since the first CD came out, I have received a lot of feedback from users who wanted "more! more!" of the rusts, old woods and generally aged-looking textures.  I think I've had an idea for a sequel since I got the first email that said, "When's the sequel coming out?"
    We had plans in the works for a sequel, when I was approached by graphics artist/ photographer Geoff Holman. I was familiar with Geoff's eye-catching renderings and his breathtaking landscape paintings, so when I heard from him he had my attention.  Goeff had been photographing stunning, rustic textures around his home in a beautiful rural area of Western Canada. This is the kind of place where everywhere you look, you see a postcard panorama.
    When I saw some samples from his collection, I knew right away that the long-planned sequel to Seamless1 was born.  We went from there, and created a collection based on user feedback.  All the photos for the textures on Seamless2 were shot by Geoff, then carefully tiled by hand (or mouse!), with bump maps added.  We took Geoff's input and did some editing and organized the collection in the same vein as Seamless1.
      In the film industry, sequels are as common as a Mercedes convertible in Hollywood - King Kong, Son of Kong, Kong Lives, Kong Gets Rabies - you know the story! But many film sequels are created just for the sake of tagging along on the heels of the first success, and the sequels rarely equal the original in quality. We kept this in mind when we created Seamless2 - I wanted the next CD to be bigger and better, with more to offer our great users.  So, on Seamless2, we've included more textures (310, as opposed to 252) and three resolutions, the highest of which is approximately twice the size of Seamless1. We also didn't want just more of the same: Seamless1 is a best seller and a great all-purpose collection; Seamless2 is a specialty collection with its rustic exterior textures.
    We truly hope you enjoy using this CD and will continue to collect Marlin Studios products. We have several additional collections in the works:  an interior surfaces collection, a decayed textures collection, an alpha channel landscape textures collection, a sci-fi textures collection, and a character textures collection.  Stay tuned for upcoming releases!



SO, HOW DO I USE THIS CD?

    For your convenience, we've provided 22 images with thumbnails of all textures, arranged according to the categories in the index (bricks, metals, rusts, etc.). As you'll notice, there are three sizes for each texture.  The thumbnails list the Large versions, for sake of convenience. These thumbnails are also representative of the Medium and Small versions.
    Some notes about our file naming:

FILE NAMING CONVENTIONS
Limited to eight characters, for compatibility on all platforms.

A. First four characters -- lower-case alpha description of the texture.  Examples: "cncr" for concrete, "wind" for window, etc.
B. Characters five and six -- numeric representation of the texture in its class.  For example, "cncr01, cncr02, etc."
C. Character seven -- This is either an upper case L, M or S for large, medium or small resolution.  The reason for uppercase is so the "L" doesn't look like the number "one."  Example: "cncr01S, wind05L, etc."
D. Character eight -- For textures, this is blank.  For bump maps, a lower case "b" is added.  For example, a concrete texture is "cncr04M.jpg" and the corresponding bump map is  "concr04Mb.jpg"
E. Extension -- "jpg" in lower case

    We suggest you go to the thumbnail files, and pick out a texture. Note its file name (e.g., rust03L.jpg), then go to the TEXTURES folder and use it as you will.  If you'd like to use a bump (elevation) map for that texture, go to the BUMPMAPS folder (another logical place)  and pick out the corresponding filename, which ends with a "b" (for Bump).  For example, to find a bump map for rust03L.jpg, go to the BUMPMAPS folder, then the LARGE folder and pick rust03Lb.jpg.
    Note that many of these textures look fine without a bump map, because they're taken from photos of real-world objects. In fact, a few look better -- this is your call as an artist.
    An alternate and interesting way to view the textures and bumps together is to create a simple scene in your 3D program.  Some artists prefer creating something as simple as a cube or a sphere.  I prefer making a wall, a floor, and maybe a few simple objects like a tall cylinder or a vase.  Then experiment by applying various textures and their bump maps to these meshes.

UV MAPPING AND SUNGLASSES

    Don't confuse your sunglasses' UV rating with UV mapping in 3D programs! Different 3D programs apply textures in different ways -- it seems every program does it slightly differently.  Consult your documentation and, if you're not already a pro, learn the art of  UV mapping.  As a rule, "U" refers to horizontal mapping and "V" refers to vertical mapping.  UV Repeats tell you how many times a texture will be repeated over a surface, and UV Offset allows you to adjust the horizontal or vertical placement.  Amplitude or Altitude defines the difference between the high points and low points of a bump map.  And, if you want to be really cool, go ahead and wear your sunglasses while you do your UV mapping!

TIPS, TRICKERY AND OTHER BLACK MAGIC

    Some tips on using textures:  try using various textures in places where you wouldn't ordinary think to use them.  For example, try using some of the metals on a space ship mesh.  You'll be surprised at your results.  You can achieve another cool effect by using the rock textures on a sphere. Voila'!  You've created your own personal planet. Examine your 3D scenes:  use peeling paint instead of solid color on that wall for a real-world effect; wrap any texture around the mesh of a vase or pot for really wild effects; and see if you can texture every polygon in a scene -- while you're at it, don't forget the bump maps for the added 3D effect.  
    Some tips on using bump maps:  try experimenting with various bumps, using no texture.  Or, try mixing various textures with various bump maps.  The results can be startling. The collection of bump maps on this CD by itself can be a remarkable tool. Note that each 3D program handles bump maps differently. We've supplied bump maps with a nominal contrast level that is useful in most programs. If this level is too bright or dark for your particular 3D program, feel free to jack up the brightness or dim the darkness in your favorite 2D program.

GET OUT OF THE CAR AND LET'S SEE YOUR . . .

    License -- read the licensing agreement carefully.  These textures are royalty-free when  used within a work of art (this means you can't copy them as-is and distribute them in any way).  Feel free to modify them for your own use -- change the colors, sharpness, crop, etc. -- but remember, that is still a derivative work of the original and cannot be distributed as a new texture, only used within your art work.  I hope that helps you understand all that legal stuff.

I GOT BY WITH A  LITTLE HELP FROM MY FRIENDS (AGAIN!)
    Special thanks go to my very good friends and cohorts, Geoff Holman and David Campbell.  Thanks go to a very talented Geoff for his great texture photography and texture creation and, of course, coming to us with this collection to begin with.  Look for more products from Geoff!  And thanks to awesome 3D artist David Campbell of Animax Animation for yet another superb cover and label design.  Here's how to get hold of these guys:

Geoff Holman - Zargon Multimedia
    email: zargon@wkpowerlink.com
     Web: http://www.wkpowerlink.com/~dholman/

David Campbell - Motionart AAI
    email: david@motionart.com
     Web:  http://www.motionart.com


ADD YOUR TWO CENTS WORTH . . .

    Would you like to see more of these textures?  We have plans to release more textures collections and would love your feedback.  Or, is there a related product you'd like to see?  Are there maybe some tips and tricks you'd like to share with others?  Also, we'd love to see the images you create with this collection of textures.  Send us an email at:

feedback@marlinstudios.com

    Or, you can always pop onto the web at the Marlin Studios web site:

http://www.marlinstudios.com



                  . . . Tom Marlin, December 1998


All material on this CD (c) Copyright 1998, Tom Marlin/MARLIN STUDIOS
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发表于 2002-1-18 01:32:14 | 显示全部楼层
THANK YOU VERY MUCH!
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发表于 2002-1-18 14:16:41 | 显示全部楼层
最好有人翻译一下,让英语不好的能明白。比如我。
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发表于 2002-2-2 01:40:40 | 显示全部楼层
全都是肠,怎么看啊?都怪读书没学好英语!
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已领礼包: 444个

财富等级: 日进斗金

发表于 2002-2-4 12:40:36 | 显示全部楼层
哈哈,这个E文的东西确实是不太好看懂,有哪位好心人可以翻译一下?
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发表于 2002-2-10 02:38:07 | 显示全部楼层
特征

- 310 天衣无缝的, 可铺以瓦的织法
- 三个决议: 大的 (1280x1024 最大.), 媒体 (66% 的大), 小的 (33% 的大)
- 撞击 (海拔) 地图为所有的织法 (930 总数)
- 17 合乎逻辑的织法种类
- 22 五彩缤纷的, 编入索引极小的页制造发现织法容易的
- 从西方加拿大的乡下区域的最初摄影照的所有织法
- 藉着名声图形艺术家/摄影师 Geoff Holman 产生, 由于藉着汤姆马林鱼编辑
- 所有的织法和撞击为功能性在图形计画中测试
- 方便的最大值-质量,24 个一点点的 JPG 格式为最大多数的月台上的比较低的文件大小和使用
- 织法可能在其他的图形图像中被用皇室自由的 (看授权协议书)

使用

- 泛用型的 2D 和 3D computer art 和动画
- 2D 和 3D computer game
- 网络内容发展
- 多媒体申请
- 电影工业 CGI
- 建筑的使看得见的
- 合法的动画和翻译
- 工程学/ 产品设计和使看得见的


系统需求

- 任何的个人计算机支援计算机图形
- 光盘驱动器
- 个人计算机/窗口, Mac , Amiga, 十二月月台
- 有创造力的思想, 艺术的精神

种类 & 数字

11 砖块
18 具体物
30 门
5 电的装备。
7 草
19 炉篦
15 理由
6 陆地
26 金属
9 油漆
14 堆
23 岩石
41 锈
10 石头
7 装饰用的灰泥
33 窗口
36 森林。


最后, 来续集
藉着汤姆马林鱼
总统, 马林鱼工作场所

在过去年内,我有看我们的"天衣无缝的织法你能真的使用"激光唱碟点燃从全部来的艺术家的绘画似的工厂全世界。 这对我是自己有益, 看一项观念我一次有旋转进一个最旺销的激光唱碟之内。 我的个人谢谢去到所有的谁有购买 "Seamless1".
既然第一激光唱碟出来,我有收到来自想要的使用者的许多回应 "更多! 更多!"锈,旧的森林和通常看似年老的织法。 我认为自我收到了第一封说的电子邮件, "何时续集就要来的在外 ?" 之後,我有为一个续集有一个主意
我们为一个续集在工厂中有计划,当我是图形艺术家/摄影师 Geoff Holman 的 approached 的时候。我熟悉 Geoff's 醒目翻译和他的慑人心魄风景画,如此我何时从他有了我的注意他听到。 Goeff 已经  照相在西方加拿大的一个美丽的乡下区域的他家附近的足以使人晕倒的, 乡村的织法。 这是~的类型地方哪里各处你神情,你看见明信片全景。
当我看见了来自他的收集一些样品的时候, 我现在知道长者计画对 Seamless1 的续集出生。 我们去从那里, 而且产生了被基於使用者回应的一个收集。 所有的相片为 Seamless2 上的织法被 Geoff 射击, 然后被手小心地铺以瓦 ( 或老鼠!),藉由撞击地图增加。 我们在如同 Seamless1 一般的血管中带了 Geoff's 输入而且做了一些编辑而且组织收集。
在电影工业中,续集同样地在好莱坞如宾士汽车敞篷车是通常的 - 使 Kong , Kong , Kong 生命的儿子成为君主, Kong 拿狂犬病 - 你知道故事! 但是许多电影续集仅仅被为了在质量中很少地在第一成功的脚后跟 , 和续集上向前附以签条对手最初者产生。 当我们产生了 Seamless2 的时候 , 我们记住这 - 我想要下个激光唱碟更大和好, 由于更多提供我们的伟大使用者。 如此,在 Seamless2 之上,我们有包括较多的织法 (310, 同样地反对到 252) 和三个决议, 最高的大约两次是 Seamless1 的大小。 我们也只是不  想要一样的更多: Seamless1 是一个旺销书和一个很棒的万用收集; Seamless2 是有它的乡村外部织法的一个专门收集。
我们真实地希望你喜欢使用这个激光唱碟和将会继续收集马林鱼工作场所产品。 我们在工厂中有一些附加的收集: 一个内部的表面收集,一个被衰退的织法收集,一个阿尔发频道进行造园工程织法收集,一个科幻织法收集 , 和一个个性织法收集。 对即将来临的释放是调谐的停留!



如此,我如何使用这个激光唱碟?

对於你的方便,我们有提供所有的织法大拇指的指甲给 22个图像, 在索引中安排依照种类 (砖块,金属,锈等)。 当你将会注意的时候,有每种织法的三大小。 大拇指的指甲列出大的版本,为方便的缘故。 萣生熟的和小版本这些大拇指的指甲也是代表性的。
有关正在取名的我们文件的一些笔记:

文件取名大会
限制在八个个性,为所有的月台上的相容性。

A. 最初四个个性 -- 织法的小写(铅字) 阿尔发描述。 例子: "cncr" 为具体物,"风" 为窗户等
B. 个性五和六 -- 在它的班级中的织法数值的表现。 举例来说,"cncr01, cncr02 等"
C. 个性七 -- 这为大的, 萣生熟的或小决议不是大写 L, M 就是 S 。 理由为用大写字母写是如此 "L" 看起来不像数字 "一 ." 例子: "cncr01S, wind05L 等"
D. 个性八 -- 对於织法,这是空白的。 因为撞击地图,小写(铅字)"b" 是附加的。 举例来说,一种具体的织法是 "cncr04M.jpg" ,而且对应的撞击地图是 "concr04Mb.jpg"
E. 延长 -- 在小写(铅字) 中的 "jpg"

我们提议你去极小的文件, 和出自一种织法的精选。 注意它的文件名字 (举例来说,rust03L.jpg), 然后去织法文件夹而且使用它当你将会。 如果你想要使用撞击 (海拔) 地图作为那种织法,去 BUMPMAPS 文件夹 (另外的一个合乎逻辑的地方) 和精选外面的对应 filename, 用 "b" 结束.(为撞击) 举例来说, 为 rust03L.jpg 找一张撞击地图,去 BUMPMAPS 文件夹, 然后大的文件夹和精选 rust03Lb.jpg。
因为他们从真正的- 世界物体的相片被照 , 所以注意大部份这些织法没有一张撞击地图看起来很好。 事实上, 一些神情比较好的 -- 这是你的呼叫如一个艺术家。
一起看织法和撞击的代理人和有趣的方法要在你的 3D program 中产生简单的现场。 一些艺术家较喜欢同样地创造某物简单的如立方体或一个球体。 我较喜欢使像一个高的圆筒或一个花瓶一样的一面墙壁,地板和也许一些简单的物体。 然后藉由应用各种不同的织法和他们的撞击地图到这些网孔实验。

紫外线映射及太阳眼镜

不  把你的 sunglasses' 紫外线等级和紫外线在 3D program 中映射弄混 ! 不同的 3D program 以不同的方式应用织法 -- 它像是每个计画些微地不同的做它。 查阅你的文件和, 如果你是不已经一个职业者,学习紫外线映射的艺术。 通常, "U" 表示  水平线映射,而且 "V" 表示  垂直的映射。紫外线重复告诉你许多次一种织法将会如何是重复的在一个表面之上,而且紫外线抵销允许你调整水平线或垂直安置。 广阔或高度定义在撞击地图的要点和低的点之间的不同。 并且,如果当你做你的紫外线映射的时候 , 你想要真的凉爽,前进而且穿着你的太阳眼镜!

顶, 欺骗及其他的妖术

一些顶一使用织法: 试在地方中使用各种不同的织法哪里你不会平常的想使用他们。 举例来说, 尝试使用空间船网孔上的一些金属。 你将会在你的结果被感到惊讶。 你能藉由使用一个球体上的岩石织法达成另外的一个很棒的效果。 Voila'! 你有产生你的自己行星。 调查你的 3D scene:使用削油漆皮而不是坚硬的颜色在那面墙壁上为一个真正的- 世界效果 ; 外套任何的织法在花瓶或盆的网孔周围作为真的荒野效果;而且看见是否你在现场中将织法每个多角形装于罐头-- 虽然你是在它,不为附加的 3D effect 忘记撞击地图。
一些顶一使用碰撞地图: 尝试以~作实验各种不同的撞击,没有使用织法。 或,尝试用~混合各种不同的织法各种不同的撞击地图。 结果可能是令人吃惊的。 这个激光唱碟上的撞击地图的收集独自可能是一个显着的工具。 注意每 3D program 柄不同的碰撞地图。 我们有用~供应撞击地图一个名义上的差别是有用的在最大多数的计画中的水平。如果这个水平是太明亮的,否则黑暗因为你的个别项目 3D program,觉得自由在你的喜欢事物 2D program 中用千金顶抬起~光亮或使黑暗暗淡。

滚出汽车及让我们看见你的。 。 。

执照 -- 小心地读了授权同意书。 当在艺术的一个工作里面用的时候 , 这些织法是无皇室。 ( 这意谓你不能复印他们当做- 是而且以任何方式分配他们) 觉得自由为你的自己使用修正他们 -- 改变颜色,锐利,农作物等 -- 但是记得, 那仍然是一个引出的工作那最初的而且不能够被分配如一种新的织法,只在你的艺术工作里面用。 我帮助你了解所有的那种合法的东西希望。

我用  来自我的朋友一些帮忙经过 (再一次!)
特别的谢谢去我的非常好的朋友和步兵大队, Geoff Holman 和大卫 Campbell 。 谢谢为他的很棒织法摄影和织法创造去非常才能的 Geoff 和,当然, 走近我们由于这个收集由~开始。 神情为来自 Geoff 的较多产品! 而且对 Animax 动画的有威严的 3D artist David Campbell 的谢谢为仍然另外的超级掩护和标签设计。 在这里是该如何抓住 这些用支索撑住:

Geoff Holman- Zargon 多媒体
电子邮件: zargon@wkpowerlink.com
网络: http://www.wkpowerlink.com/~ dholman/

大卫 Campbell- Motionart AAI
电子邮件: david@motionart.com
网络: http://www.motionart.com


增加你的二分价值。 。 。

你愿意看见更多的这些织法吗? 我们有计划到释放较多的织法收集和会爱你的回应。 或, 有一种相关的产品吗你想要看见? 也许有一些顶吗而且戏弄你想要和其他人分享? 也,我们将会爱看见你用  织法的这个收集产生的图像。 送我们一封电子邮件在:

feedback@marlinstudios.com

或, 你总是能在马林鱼工作场所网站在网之上取出:

http://www.marlinstudios.com



。 。 。 汤姆马林鱼, 十二月 1998 日


激光唱碟 (c) 版权 1998 上的所有材料,汤姆马林鱼/马林鱼工作场所
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发表于 2002-9-25 00:36:16 | 显示全部楼层
别弄这等翻译器做就的洋泾滨来“涮”人呵?:)
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如何回报帮助你解决问题的坛友,一个好办法就是给对方加【D豆】,加分不会扣除自己的积分,做一个热心并受欢迎的人!
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发表于 2002-10-28 14:44:26 | 显示全部楼层
FEATURES

- 310 Seamless, tileable textures
- Three resolutions: Large (1280x1024 max.), Medium (66% of Large), Small (33% of Large)
- Bump (elevation) maps for all textures (930 total)
- 17 Logical texture categories
- 22 Colorful, indexed thumbnail pages make finding textures easy
- All textures taken from original photography in rural area of Western Canada
- Created by renown graphics artist/ photographer Geoff Holman, with editing by Tom Marlin
- All textures and bumps tested for functionality in graphics programs
- Convenient maximum-quality, 24-bit JPG format for lower file sizes and use on most platforms
- Textures may be used royalty free in other graphics images (see License Agreement)

USES

- General-purpose 2D and 3D computer art and animation
- 2D and 3D computer games
- Web content development
- Multimedia applications
- Film industry CGI
- Architectural visualizations
- Legal animations and renderings
- Engineering/product design and visualizations


SYSTEM REQUIREMENTS

- Any PC supporting computer graphics
- CD Player
- PC/Windows, Mac, Amiga, DEC platforms
- Creative mind, artistic spirit

CATEGORIES & NUMBER

11 BRICKS
18 CONCRETES
30 DOORS
5 ELECTRICAL EQUIP.
7 GRASSES
19 GRATES
15 GROUNDS
6 LANDS
26 METALS
9 PAINTS
14 PILES
23 ROCKS
41 RUSTS
10 STONES
7 STUCCOS
33 WINDOWS
36 WOODS.


FINALLY, COMES THE SEQUEL
by Tom Marlin
President, Marlin Studios

In the past year, I've watched our "Seamless Textures You Can Really Use" CD light up the graphic works of artists from all around the world. This has been personally rewarding for me,
论坛插件加载方法
发帖求助前要善用【论坛搜索】功能,那里可能会有你要找的答案;
如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子标题加上【已解决】;
如何回报帮助你解决问题的坛友,一个好办法就是给对方加【D豆】,加分不会扣除自己的积分,做一个热心并受欢迎的人!
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