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Material_Resources#547044

<cat>Dev.Material</cat> <title>Material Resources</title> ## Useful tools [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view .sbsar files and export them to texture maps. [Material Maker](https://rodzilla.itch.io/material-maker) - Free and open-source procedural PBR (Physically Based Rendering) materials authoring tool, based on the Godot Engine. [Material Maker](https://rodzilla.itch.io/material-maker- Free and open-source procedural PBR (Physically Based Rendering) materials authoring tool, based on the Godot Engine. ## Free textures [AmbientCG](https://ambientcg.com) [PolyHaven](https://polyhaven.com) [CGBookcase](https://www.cgbookcase.com/textures) [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material) [AmbientCG](https://ambientcg.com)¹⤶ [PolyHaven](https://polyhaven.com)¹⤶ [CGBookcase](https://www.cgbookcase.com/textures)²⤶ [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)⁴⤶ <note> * Since s&box uses OpenGL normals, when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX * Normals from CGBookcase will need to be inverted as they are DirectX normals. </note>⤶ * ¹Since s&box uses OpenGL normals, when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX * ²Normals from CGBookcase will need to be inverted as they are DirectX normals. ⤶ * ³Before exporting a material from Material Maker you will need to convert the normal from the Material Maker’s internal format to OpenGL https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html⤶ ⤶ * ³To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures.⤶ ⤶ * ⁴Textures from Material Maker Site Will need to first be exported from Material Maker.⤶ ⤶ </note>⤶ <note> Work In Progress, edits are welccome. </note>