CC0 textures are released into the public domain by their authors. You can use, edit, and redistribute them—including in paid work—without asking and without giving credit. That freedom is why Locker3d uses CC0. This article is the practical list of what you can do, what you should not claim, and how CC0 differs from “free” packs that are not actually free for clients.

What CC0 means in a studio

CC0 (Creative Commons Zero) is a waiver: the creator gives up copyright as far as the law allows. Treat the file like a public-domain photo of a brick wall. There is no share-alike trap, no mandatory logo, and no seat count. You can put the maps in a shipping game, a TV commercial, or a real-estate still. For how those maps are used technically, see the complete PBR textures guide. For neighboring license types, see PBR texture licenses explained.

What you can do

  • Use the textures in personal and commercial projects (games, film, archviz, apps, print stills).
  • Modify color, roughness, crop, pack channels, and mix two materials.
  • Redistribute the original or your edit inside a product or on a site.
  • Skip attribution. A credit line is polite, not required.
  • Keep one copy in your studio library and reuse it on every job.

Locker3d’s catalog is built for that workflow. Download wood, concrete, or metal and drop them into Blender with the standard PBR node setup.

What you cannot do (or should not claim)

You cannot honestly say you created the original scan or that you hold exclusive rights. Other people can use the same CC0 file. You cannot use CC0 as a way to strip a different license: if a pack is CC-BY or “personal use only,” CC0 on Locker3d does not rewrite that pack. Do not upload someone else’s non-CC0 file to a “CC0” folder. Trademarks and depicted logos are separate from the texture license: a scan that includes a brand mark can still cause trouble even if the scan is CC0. When in doubt, pick a clean surface from Locker3d instead of a photo of branded packaging.

CC0 versus other “free” labels

CC-BY allows commercial use but requires credit. CC-BY-SA can force your derivative pack to use the same license—awkward inside a closed game. “Royalty-free” often still means a paid license with rules. “Free download” on random sites can mean personal use only. Read the page, not the button. Locker3d states CC0 so client legal teams can file it. More commercial-use notes: free textures for commercial projects.

Practical studio habit

Keep a text file in the project that lists sources anyway. You do not owe credit, but you will thank yourself when a producer asks “where did this floor come from?” six months later. Do not rename maps in a way that implies you photographed them if you did not. If you heavily edit a Locker3d tile, you still did not become the exclusive owner of the underlying scan. Browse the texture library and the blog for more CC0 material guides.

Mixing CC0 with your own photos is normal. You can photograph a local tile, make it seamless, and layer it over a Locker3d roughness. The result is yours to ship, but the Locker3d layer stays public-domain: you still cannot stop someone else from using the original download. If a client asks for “exclusive materials,” either scan a new surface or buy an exclusive grant—do not promise exclusivity on a CC0 floor. Keep raw downloads in a _source/cc0 folder so a future ND job can strip or replace them without hunting through packed game archives.

Frequently asked questions

Can I use CC0 textures in commercial games and client renders?

Yes. CC0 waives copyright to the extent allowed. You do not pay royalties or ask permission for normal commercial use of Locker3d textures.

Do I have to credit CC0 textures?

No. Attribution is not required. Crediting Locker3d or the scan author is optional courtesy and helps other artists find the source.

Can I resell a CC0 texture as if I own it exclusively?

You can include it in a product, but you cannot claim you created the original or that others may not use the same public-domain file.