description: <p>The dataset for this one is 80 of Team Fortress 2's textures.</p><p>There wasn't really a strong inspiration for this one, TF2 just has a lot of good textures and I wanted to give the power to create them to the people.</p><p>Disclaimer: The following two statements are true for <a target="_blank" rel="ugc" href="https://civitai.com/models/4384/dreamshaper">dreamshaper_631BakedVae.safetensors</a>. I haven't tested any other models with this LoRA yet, because Dreamshaper is my rock.</p><ol><li><p>The textures from this LoRA actually tile pretty well out of the box, even without the "Tiling" flag checked. It's not perfect, but a player has to inspect them pretty closely to notice. Plus, you can make them tile perfectly (horizontally, at least) with just one extra generation and a little time in GIMP. If this LoRA gets enough interest, I'll make a video tutorial on how to do that.</p><p></p></li><li><p>This LoRA tends to fall apart when used with prompts that go into huge detail about a building or character or whatever. It's a texture creation LoRA; of course you've gotta start from scratch with your prompts, or at least use a less expansive quality embedding or whatever, as opposed to whatever you usually do.</p></li></ol><p><br />I hope to expand the dataset in future.</p><p>But for now, here's a keyword guide:</p><ul><li><p><strong>"Team Fortress 2 texture", "TF2 texture", "videogame texture"</strong> - used in all 80 images, activation keywords</p></li><li><p><strong>"subtle brush strokes" </strong>- should add the small, faded brush strokes used to augment the base colour of the texture - this keyword seems to do little in practice<br /></p></li><li><p><strong>"clean"</strong> - has a good chance of removing stains (no joke)</p></li><li><p><strong>"top stain" </strong>- tries to stain the top of the texture</p></li><li><p>"<strong>bottom stain</strong>" - tries to stain the bottom of the texture - in practice, these two keywords don't matter that much and it will usually stain the top AND bottom - but they can be helpful in the negative prompt</p></li><li><p><strong>"grey stain" </strong>- specifies that the stain should be grey (can be light or dark)</p></li><li><p><strong>"brown stain" </strong>- specifies that the stain should be brown</p></li><li><p><strong>"orange stain" </strong>- specifies that the stain should be orange - use this one with caution since it tends to take over the texture<br /></p></li><li><p><strong>"top trim" </strong>- attempts to add a trim of some kind at the top of the texture</p></li><li><p><strong>"bottom trim" </strong>- attempts to add a trim of some kind at the bottom of the texture - this can sometimes be very useful for when you want to make a texture blend between two material types (e.g. metal and cinderblock)<br /></p></li><li><p><strong>"RED"</strong> - makes the texture a RED team texture, usually by painting <em>part</em> of it red (not all) - can also be used in the negative prompt if your textures are coming out too red</p></li><li><p><strong>"BLU"</strong> - makes the texture a BLU team texture<br /></p></li><li><p><strong>"concrete wall"</strong> - for concrete textures</p></li><li><p><strong>"cinderblock wall" </strong>- for specifically cinderblock concrete textures, can work outside concrete</p></li><li><p><strong>"concrete sheets" </strong>- for a specific type of wall texture - if you're not making a concrete wall texture, put this keyword in the negative prompt</p></li><li><p><strong>"concrete floor"</strong> - tries to generate a darker and dirtier type of concrete<br /></p></li><li><p><strong>"faint brick pattern" </strong>- for adding a slight brick pattern visible under paint, rarely works in practice, probably want to put it in the negative prompt</p></li><li><p><strong>"brick wall"</strong> - for brick textures<br /></p></li><li><p><strong>"wood wall"</strong> - for wood textures</p></li><li><p><strong>"wood planks" </strong>- specifies that the wood texture is a planks texture - seems unnecessary but using it in the negative prompt can give you a more plywood-sheety texture</p></li><li><p><strong>"vertical wood planks" </strong>- specifies that the wood planks should be vertical, very useful when combined with top and bottom trims</p></li><li><p><strong>"white wood"</strong> - specifies that the wood should be white - this is also useful for when you want to add wood to a prompt that's predominantly another material type (e.g. "metal wall, white wood, bottom trim" will try to add a trim of white wood planks at the bottom of the texture)</p></li><li><p><strong>"brown wood"</strong> - specifies that the wood should be brown</p></li><li><p><strong>"wood base"</strong> - tries to create a very specific type of wood wall texture which is hard to explain - if you're not trying to create it, put this in your negative prompt<br /></p></li><li><p><strong>"metal wall"</strong> - for metal textures</p></li><li><p><strong>"vertical corrugated metal" </strong>- specifies a vertical corrugated metal texture</p></li><li><p><strong>"horizontal corrugated metal" </strong>- specifies a horizontal corrugated metal texture</p></li><li><p><strong>"rusty metal"</strong> - tries to make the metal rusty</p></li><li><p><strong>"white metal" </strong>- specifies that the metal should be white</p></li><li><p><strong>"grey metal" </strong>- specifies that the metal should be grey</p></li><li><p><strong>"metal sheets"</strong> - only used on one roof texture, seems to rarely work, put it in your negative prompt</p></li><li><p><strong>"metal roof"</strong> - tries to create a network of metal panels - usually this is better to put in your negative prompt</p></li><li><p><strong>"metal duct", "vent"</strong> - tries to create the interior of a vent, very mixed success<br /></p></li><li><p><strong>"grass"</strong> - tries to generate grassy ground</p></li><li><p><strong>"dirt"</strong> - tries to generate dirt ground, not really enough support for it in the dataset</p></li><li><p><strong>"patches of dirt"</strong> - same as "dirt" really</p></li><li><p><strong>"snowy"</strong> - adds snow, effect is best on dirt or grass ground</p></li><li><p><strong>"rock wall"</strong> - tries to generate a rock wall texture</p></li><li><p><strong>"cliff"</strong> - slightly different style of rock wall</p></li><li><p><strong>"quarry"</strong> - slightly different style of rock wall</p><p></p></li><li><p><strong>"glass"</strong> - tries to generate a window, usually fails unless heavily bracketed</p></li><li><p><strong>"single glass panel"</strong> - tries to make the whole texture glass - if you want a window <em><u>inside</u> </em>your texture, put this in the negative prompt</p></li><li><p><strong>"industrial window"</strong> - tries to make a window in the centre of the texture<br /></p></li><li><p><strong>"stone wall"</strong> - tries to generate a stone brick wall, will either fail or add wood beams</p></li><li><p><strong>"egypt" </strong>- basically the same as "stone wall" but with no beams, can sometimes be yellower</p></li><li><p><strong>"wood beams" </strong>- specifically tries to generate a medieval-style wall with embedded wood beams</p></li></ul><p>Any other keywords are too unimpactful to be worth mentioning.</p>
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modelVersions.description: <p>Changelog:</p><p>-Doubled the size of the dataset from 40 images to 80</p><p>-Improved the LoRA's ability to generate grass, snow, rock walls, windows and metal grates</p><p>-Added experimental support for generating medieval-style walls with wood beams inside them</p><p>-Improved the LoRA's ability to create dark concrete</p><p>My wishlist for version 003: </p><p>-Better support for transparent textures</p><p>-Better support for textures with wall details e.g. windows and painted-on pipes</p>
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