Textures

Inkwell Seamless Textures

20 cel-shaded tiling surface textures for light interfaces — flat poster with signal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • texture
  • seamless
  • tiling
  • material
  • celshaded
  • cel-shaded
  • comic
  • cartoon
  • bold
  • light ui
Sheet showing 20 cel-shaded tiling surface textures from the Inkwell family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×3907 previewtransparency shown as checkerboard

About this pack

Inkwell 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 Inkwell reading of it: a light interface on a flat poster palette with signal red accents, built around a single bordered frame, square-cornered buttons at 152x52, banded bars divided into 5 segments, and solid icons on a 24px 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 Inkwell family, which means this kit and the Inkwell panel kit line up without either being resized. A good fit for cel-shaded and toon-rendered games.

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Download ZIP1.4 MB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP1.4 MBGet →
Brick wall, seamless tile, cel-shaded, editable SVGSVG28 kBGet →

How to use it

  1. 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.
  2. 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.
  3. 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

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Inkwell Seamless Textures" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/3d/textures/inkwell-textures