Dusk Seamless Textures
======================

20 pixel art tiling surface textures for dark interfaces — night-violet with
amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Dusk Seamless Textures is a set of 20 tiling surface textures drawn in the
pixel art style, where every corner is a staircase of whole pixels and nothing
is anti-aliased. 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 outline steps in 4px units and shading is a Bayer dither rather than a
gradient, so the set survives being scaled by an integer factor — which is the
only way pixel art can be scaled without turning to mush.

Inside that style this is the Dusk reading of it: a dark interface on a
night-violet palette with amber accents, built around a header band across the
top of the frame, square-cornered buttons at 96x32, tick-marked bars divided
into 6 segments, and solid icons on a 16px 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 Dusk family, which
means this kit and the Dusk panel kit line up without either being resized. A
good fit for pixel-art games.

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/dusk-textures
More free assets: https://www.colorosse.com
