Forest 2 — texture & stamp candidates

Everything below is CC0, downloaded and tiled here so you can see how it actually repeats. Nothing is wired into the scene yet — Forest 1 is untouched.

The fit problem. The Quaternius models are untextured flat-colour meshes with a narrow, desaturated palette. A photographic ground texture at full strength will read as a photo with cartoon trees standing on it. The candidates that survive that are the low-contrast ones — they add tone and break up the flat vertex colours without competing for detail. Each card shows a single tile and the same tile repeated 4×4, which is where busy textures give themselves away.

The palette they have to sit next to

Material colours read straight out of the pack's glTF files, converted to sRGB, plus the terrain colours Forest 1 currently paints into the mesh.

Grass

Left: one tile. Right: 4×4, at roughly the density the terrain would use it.

Dirt, path and forest floor

The path in Forest 1 is a flat brown vertex colour. These are the candidates to replace it.

Stamps

Alpha decals laid on the ground under trees, rocks and along the trail. Left: the stamp over grass, as it would appear. Right: the raw RGBA, checkerboard-free — dark areas are opaque, the surround is transparent. The three contact shadows are generated procedurally; the five detail patches are CC0 textures pushed through an irregular noise mask.