Carbon Seamless Textures
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20 realistic tiling surface textures for dark interfaces — near black with
warning amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Carbon Seamless Textures is a set of 20 tiling surface textures drawn in the
realistic style, where a five-stop specular gradient runs down a brushed metal
face with rivets at the corners. It contains brick, stone and tile surfaces,
wood, fabric and metal, dirt, grass and plaster and a matching height map for
every surface.

These are vector-drawn surfaces, not photographic PBR scans, and it is worth
being plain about that: they will not pass for a photoreal material under a
physical camera. What they are good for is stylised work, 2D backgrounds, UI
fills and anything that has to stay readable when it is scaled or recoloured —
cases where a photo scan is the wrong tool anyway.

The brush texture is a 3px line pattern rather than real noise: noise triples
the PNG weight for a texture nobody can see at 1x. The shadow is layered
rather than blurred so it holds up at 4x.

Inside that style this is the Carbon reading of it: a dark interface on a near
black palette with warning amber accents, built around four corner brackets in
place of a closed border, chamfered buttons at 152x44, hollow-cored bars
divided into 14 segments, and two-tone icons on a 32px grid. Those
measurements are why two families can share an art style without being
interchangeable: the style decides how an edge is drawn, the numbers decide
what the interface is for.

Every motif that crosses an edge is drawn again on the opposite edge, which is
the whole difficulty of a tiling texture and the thing that is easy to get
subtly wrong. Each surface ships with a greyscale height companion so a shader
can derive a normal map at whatever strength the scene wants, rather than
baking one in at a strength that suits nothing.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Carbon family,
which means this kit and the Carbon panel kit line up without either being
resized. A good fit for realistic and simulation interfaces.

HOW TO USE

  - Set the material to repeat in both axes at the source size; the tile is
    authored square so a non-uniform scale is what introduces a seam, not the
    art.
  - Feed the -height file into a normal-from-height node rather than using it
    as a normal map directly — it is a greyscale elevation, not an RGB normal.
  - Recolour by tinting rather than by editing the SVG if you need a variant;
    the tones are chosen to survive a hue shift without the mortar or grain
    disappearing.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/3d/textures/carbon-textures
More free assets: https://www.colorosse.com
