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Posted (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 by kikette
Posted (edited)

Some new stuff =)

2da97bde6bc3ed99693857018e6ec.jpg

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 by FMPONE
Posted

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 =)

Posted

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.

Posted

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 =)

Posted (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 by Kedhrin
  • 2 weeks later...
Posted (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

cbb32d7c084d6c895297fc9eb6437.jpg

And the diffuse

b5428396b30f3e8c883dfefb5978e.jpg

166ddf38f98404ab8ab8c66f1969d.jpg

Edited by kikette
Posted

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.

Posted (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.

9839c166acf22e812e8e5ea5052f9.jpg

Edited by kikette
Posted

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.

post-14305-0-67620600-1357328126_thumb.j

Posted

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.

Posted

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

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