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Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest
Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest

Glass, Crystal & Ice - 12 Normal Maps + 15 MatCaps | Cut Glass, Tiles, Seamless, PC + Quest

Description du produit

Glass, crystal and ice, and nothing else. Emerald cut, hex facets, cut-glass diamonds and star, glass block; crystal cluster and low-poly ice blocks; tempered-glass shatter, hammered glass, stained-glass leading and wavy patterned glass; and ice cracks. Most of them are built from large flat faces, so they tile across floors, walls, windows and display cases as well as clothes and props. Drop one into the Normal Map slot of lilToon (or any shader), set the tiling, and a flat surface picks up real glass relief under the light. No color is baked in, so the model keeps its own colors. Glass lives on its sheen, so 15 MatCaps ship with the pack - and they are new, made for this theme (clear glass with window reflections, blue / green / amber glass, frosted glass, ice, rock crystal, smoky quartz, a prism spectrum, stained-glass light, opal, dichroic and three faceted gems), not the MatCaps from our other packs. Put a normal map and a MatCap together and the reflections break along the facets, so the surface reads as glass or ice at once. Every map is a periodic function evaluated on a torus, so the tile joins itself exactly and there is no seam at any tiling value. 2048px for PC, 1024px for Quest, 16-bit height maps included. Not tied to any avatar.

No generative AI. No image-generation AI was used in this pack. Every map is generated by code: each normal map is a periodic function on a torus evaluated into a height field, and each MatCap is a shading function evaluated over sphere normals, both written straight to pixels — then checked and packaged by hand. That is also why the tiles have no seam: the function joins itself exactly at the edge, so there is no patched-up border to hide. Declared here because both itch.io and Jinxxy require the origin of the artwork to be stated.

What's inside

  • 12 material folders (01-12) - each with the normal map at 2048px (PC) and 1024px (Quest), plus the 2048px 16-bit height map
  • Cut glass: emerald cut, hex facets, cut glass diamonds, cut glass star, glass block
  • Crystal & ice blocks: crystal cluster, low-poly facets
  • Glass surfaces: tempered glass shatter, hammered glass, stained glass leading, wavy patterned glass
  • Ice: ice cracks
  • Matcap_1024/ - 15 MatCap PNGs (Clear Glass, Blue Glass, Green Glass, Amber Glass, Frosted Glass, Ice, Rock Crystal, Smoky Quartz, Prism, Stained Glass Light, Opal, Dichroic, Faceted Ruby, Faceted Sapphire, Faceted Emerald)
  • READ_ME_FIRST.txt - license and usage
  • 52 files in total (36 per-material files + 15 MatCaps + the readme)

Specs

  • 12 materials in 4 groups: cut glass 5 / crystal & ice blocks 2 / glass surfaces 4 / ice 1
  • Normal maps at 2048 x 2048 px for PC and 1024 x 1024 px for Quest, both included
  • Seamless at any tiling value. Each map is a periodic function evaluated on a torus, not a photo patched at the edges
  • Not tied to any avatar. A normal map sits in a shader slot, so it works on any model, PC or Quest, and on world floors, walls and props
  • No color is baked in
  • OpenGL convention (Y+). Unity and Blender take them as they are
  • Height maps are 16-bit grayscale PNG (2048px) - no stair-step noise if you re-bake the normals
  • 15 MatCaps at 1024 x 1024 px, new for this pack

How to use

  • lilToon: tick Normal Map, drop in the 2048px PNG, then set Tiling for the cell size and Scale for the depth (0.5-1.0; at 1.0 the average face tilt is about 5-28 degrees depending on the material)
  • Tiling by cell size: large cells (emerald cut, glass block, stained glass, low-poly, ice cracks) 1-4, fine ones 2-8
  • In Unity, set the normal PNG's Texture Type to 'Normal map' first (MatCaps stay at the default)
  • lilToon: tick MatCap and drop a bundled PNG into the MatCap slot. Note: lilToon's MatCap 'Blending Mode' defaults to 'Add' - switch it to 'Normal' (replace) to get the look in the product images
  • If you keep 'Add', lower 'Blend' to 0.3-0.5 so it adds gloss on top of the base color (otherwise it looks washed out)
  • Quest: use the 1024px folder - the headset downsizes anything larger
  • Any other shader (Standard, Poiyomi, Blender Principled BSDF) takes the same file in the same slot - OpenGL convention (Y+)
  • World floors, walls and windows work exactly the same way

License

Royalty-free. Use them in commercial and non-commercial work — games, TRPG sessions, videos, streams, VTuber overlays, print. No credit required. You may edit, crop, recolor and combine the files freely.

Not allowed: redistributing or reselling the assets themselves, claiming authorship, or using them as training data for AI / machine learning models.

$5,99 USD