kikette Posted December 21, 2012 Author Report Posted December 21, 2012 (edited) I miss doing non-metallic stuff! Thanks dude =) Personaly, I'm not yet confortable with this kind of texture... and organic things, etc.... brrrr ! It takes me a very long time to do something interesting. Edited December 21, 2012 by kikette Quote
PogoP Posted December 21, 2012 Report Posted December 21, 2012 Well the time spent is well worth it. Looks fantastic! Quote
FMPONE Posted December 22, 2012 Report Posted December 22, 2012 (edited) Some new stuff =) Fantastic work as usual. My only CC would be that the wood is maybe not as realistic as it could be, but it might not be your intent to make it so. Some things I notice are a lack of self shadowing on the vertical beams, not much granular details, and a bit too much shine. Edited December 22, 2012 by FMPONE Quote
kikette Posted December 22, 2012 Author Report Posted December 22, 2012 My only CC would be that the wood is maybe not as realistic as it could be, but it might not be your intent to make it so. Some things I notice are a lack of self shadowing on the vertical beams, not much granular details, and a bit too much shine. I completly agree. In fact, I'm searching a way to render something realistic without the noise of a photo and I think that "polished" look could be problematic in certain case, such organic stuff ='( For the shiny look, this is my fault because I played with the shader in UDK ^^' Thanks for your attention =) FMPONE 1 Quote
Rick_D Posted December 22, 2012 Report Posted December 22, 2012 all gametextures.com stuff is very handpainted - i think that's gonna hamper it int he long run. it really needs proper photorealistic textures or it'll never get used. but maybe that was the intent of the website. handpainted i mean, rather than to quickly go out of business. Quote
kikette Posted December 22, 2012 Author Report Posted December 22, 2012 That's an interesting point you are talking about ; My colleagues and myself have our proper style and I wonder if it is really pertinent ; In a way, CG.com propose you Ready to Use stuff and I think it's a good point to have different style... but in an other hand, maybe that we ought to make more generic things, more realistic to be sure that it could easily usable as a base (or other) as you say. I'll take more care of that for the next one thanks =) Quote
Kedhrin Posted December 22, 2012 Report Posted December 22, 2012 (edited) ive been using a lot of gametexture.com textures for a prototype i'm working on right now.... most do seem to have tiling problems. The hand scuplted ones are fantastic, but still do have a very "hand made" feel to them vs. a photo referenced bombed traditional texture. The main thing i love about them is the great normal detail. ** you guys do need a serious texture nazi on your tiling though. Its really bad on most textures. Some textures are also just too dark. There should be more guidelines for luminance of a texture and trying to make things look more realistic. But at the same time, i think if it's categorized as "stylized" and then having maybe a "tiling rating", it would be fine. Edited December 22, 2012 by Kedhrin Quote
knj Posted January 4, 2013 Report Posted January 4, 2013 this is pretty tits. ass. boobs !!! amazing stuff ! Quote
kikette Posted January 4, 2013 Author Report Posted January 4, 2013 (edited) New textures for my school project ! Here's a lath wall and an other one ornemented and composed of wooden plate As usual this project, I do not use normal map And the diffuse Edited January 12, 2013 by kikette knj 1 Quote
-HP- Posted January 4, 2013 Report Posted January 4, 2013 Amazing! And yes, the luminance concern is a very valid one, do you guys also sell your .PSDs? If not, I recommend you set standards for the mean in PS (Prolly should be 128+ at the very least). Looking at your textures, they do indeed look pretty dark, specially the diffuse maps. If I were to buy a texture for you, if I were to make it darker, it wouldn't be a problem, but if I needed to make it brighter it would suck cos TGA, TIFFs or whatever dont store exposure information. Quote
kikette Posted January 4, 2013 Author Report Posted January 4, 2013 (edited) In my case, I think the lighting of my "show scene" should be improved because my diffuse aren't very dark in fact and I completly agree about all that luminance concern. Edited January 4, 2013 by kikette Quote
-HP- Posted January 4, 2013 Report Posted January 4, 2013 Yeap, that one isn't too bad. I guess the main problem here is that you don't know what kind of situation your end customer will use your textures; you dont know what kind of lighting it will be on, you dont know the shader tech and you dont know the engine it will render it either, so you need to make sure you find that sweet spot. That's why Kedhrin mentioned the luminance standards, I think this standards should maybe be a mean around 128 just to make sure you're using as much color space as possible. Although a mean of 80 is still acceptable for many situations I reckon. Just make sure you dont to bellow 50 or more than 200. kikette 1 Quote
kikette Posted January 4, 2013 Author Report Posted January 4, 2013 I think that I was too focused in a Show case optic for my previous textures ; My scene, my needs. Thanks a lot for all these advices =) It's very instructive Quote
Kedhrin Posted January 4, 2013 Report Posted January 4, 2013 yeah working with cryengine has definitely put me in the mindset of using 80 mean luminance as the minimum (other than the big warning it shoots in your face). I'll always try to stay around 128 like HP said, and only do 80 if i'm doing an intentionally dark texture..... regardless. i wish i had some work for you right now so i could throw money at you. I haven't seen such inspiring textures since Philips hay day. kikette and -HP- 2 Quote
Minos Posted January 4, 2013 Report Posted January 4, 2013 Some really good info about tweaking textures for gamma/linear space, texture artists should always take this into account: http://udn.epicgames.com/Three/TexturingGuidelines.html#Gamma%20Space%20vs%20Linear%20Space -HP- and Rick_D 2 Quote
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