The dataset for this one is 80 of Team Fortress 2's textures.
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.
Disclaimer: The following two statements are true for dreamshaper_631BakedVae.safetensors. I haven't tested any other models with this LoRA yet, because Dreamshaper is my rock.
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.
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.
I hope to expand the dataset in future.
But for now, here's a keyword guide:
"Team Fortress 2 texture", "TF2 texture", "videogame texture" - used in all 80 images, activation keywords
"subtle brush strokes" - should add the small, faded brush strokes used to augment the base colour of the texture - this keyword seems to do little in practice
"clean" - has a good chance of removing stains (no joke)
"top stain" - tries to stain the top of the texture
"bottom stain" - 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
"grey stain" - specifies that the stain should be grey (can be light or dark)
"brown stain" - specifies that the stain should be brown
"orange stain" - specifies that the stain should be orange - use this one with caution since it tends to take over the texture
"top trim" - attempts to add a trim of some kind at the top of the texture
"bottom trim" - 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)
"RED" - makes the texture a RED team texture, usually by painting part of it red (not all) - can also be used in the negative prompt if your textures are coming out too red
"BLU" - makes the texture a BLU team texture
"concrete wall" - for concrete textures
"cinderblock wall" - for specifically cinderblock concrete textures, can work outside concrete
"concrete sheets" - for a specific type of wall texture - if you're not making a concrete wall texture, put this keyword in the negative prompt
"concrete floor" - tries to generate a darker and dirtier type of concrete
"faint brick pattern" - for adding a slight brick pattern visible under paint, rarely works in practice, probably want to put it in the negative prompt
"brick wall" - for brick textures
"wood wall" - for wood textures
"wood planks" - 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
"vertical wood planks" - specifies that the wood planks should be vertical, very useful when combined with top and bottom trims
"white wood" - 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)
"brown wood" - specifies that the wood should be brown
"wood base" - 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
"metal wall" - for metal textures
"vertical corrugated metal" - specifies a vertical corrugated metal texture
"horizontal corrugated metal" - specifies a horizontal corrugated metal texture
"rusty metal" - tries to make the metal rusty
"white metal" - specifies that the metal should be white
"grey metal" - specifies that the metal should be grey
"metal sheets" - only used on one roof texture, seems to rarely work, put it in your negative prompt
"metal roof" - tries to create a network of metal panels - usually this is better to put in your negative prompt
"metal duct", "vent" - tries to create the interior of a vent, very mixed success
"grass" - tries to generate grassy ground
"dirt" - tries to generate dirt ground, not really enough support for it in the dataset
"patches of dirt" - same as "dirt" really
"snowy" - adds snow, effect is best on dirt or grass ground
"rock wall" - tries to generate a rock wall texture
"cliff" - slightly different style of rock wall
"quarry" - slightly different style of rock wall
"glass" - tries to generate a window, usually fails unless heavily bracketed
"single glass panel" - tries to make the whole texture glass - if you want a window inside your texture, put this in the negative prompt
"industrial window" - tries to make a window in the centre of the texture
"stone wall" - tries to generate a stone brick wall, will either fail or add wood beams
"egypt" - basically the same as "stone wall" but with no beams, can sometimes be yellower
"wood beams" - specifically tries to generate a medieval-style wall with embedded wood beams
Any other keywords are too unimpactful to be worth mentioning.