Sumi Seamless Textures
======================

20 cel-shaded tiling surface textures for dark interfaces — charcoal wash with
seal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

Sumi Seamless Textures is a set of 20 tiling surface textures drawn in the
cel-shaded style, where a thick ink outline wraps two flat tones split by a
hard diagonal terminator. 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 shadow is a single hard-edged shape with no falloff — the defining
property of cel shading, and the thing a gradient can never imitate. The
outline uses the darkest tone in the palette rather than the border tone, or
it reads as a thick grey frame instead of ink.

Inside that style this is the Sumi reading of it: a dark interface on a
charcoal wash palette with seal red accents, built around two concentric
frames, tab-shaped buttons at 120x48, glossy bars divided into 9 segments, and
outlined 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 Sumi family, which
means this kit and the Sumi panel kit line up without either being resized. A
good fit for cel-shaded and toon-rendered 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/sumi-textures
More free assets: https://www.colorosse.com
