N64 Paths
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Monday, November 17, 2025 - 11:14
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Dirt paths in the style of the paths in Hyrule Field from Ocarina of Time. The paths are split into rearrangeable texture tiles to allow for easy construction of path networks leading from one game site to another.
Provided are straight, bend, T-intersection, X-intersection, dead-end and fill variants.
The tiles all match seamlessly with themselves and with each other when neighbouring. There is no need to rotate them; indeed rotating them will cause mismatches.
Suitable for any game engine or web platform.
To stay true to the Nintendo 64 aesthetic, render these textures using bilinear or cubic filtering or some other texture filtering method that "melts" the pixels a bit, not nearest neighbor.
Enjoy!
- Version
- 0.0.0 (2025-11-17)
- License
- Public domain. Credit would be appreciated but is not necessary.
- Tools used
- Filter Forge.
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Comments
Which AI technology does filter forge use?
Filter Forge's website advertises AI, but in my case I didn't use it. I only use Filter Forge for its procedural texture generation capabilities (noise and filtering and such). That is how this asset was generated - using filters.
I see. So the AI features are distinct and not something incorporated into the texture generation functions? I ask because "using filters" doesn't necessarily exclude generative AI.
Filter Forge, NOT UltraForge, right? :)
Yes, the two programs are distinct. I can see from using Filter Forge. I see no option for AI nodes or anything. They would have mentioned AI as a selling point if it was integrated.
Cool. Thanks for clarifying. And thanks for sharing these assets. :)
No problem. Thanks for hosting.
I can tag things with "No AI" or similar in the future if you want.
Have you tried Materialmaker? I've ran into that recently. https://www.materialmaker.org/material?id=1156 (also allows to share textures on that site as cc0)
Yes, I did try it, but on my PC, it crashes too much.