Jump to content

Upcoming large Photo-quality texture set.


60secs
 Share

Recommended Posts

I'm working on a large photo-texture set. I've uploaded the draft versions to flickr. Some aren't powers of 2 yet, but they're seamless and perty. On top of that, they're creative commons attribution license, so they're ok for commercial or non-commercial. I'd appreciate your feedback. Here's a bunch of samples from:

http://flickr.com/search/?q=textures&w=37452694%40N00

352606626_a2ddadac7f.jpg

358022626_06c8089d50.jpg

357974337_7241a807a2.jpg

358030663_1dcb2acf5d.jpg

357971207_abdf3b6d9d.jpg

357980657_d346459402.jpg

358030666_602a3ca568.jpg

357987036_87322b06bc.jpg

358173310_82f70305c8.jpg

358170671_3d5cbd0c98.jpg

358165592_c76bb78c2f.jpg

358165555_d634da9c62.jpg

358163407_f22fca81db.jpg

357972991_b4c9cf0728.jpg

357987034_bb6ca93938.jpg

358157069_a7817cf7d4.jpg

**********************************************

Also some reference photos for your viewing enjoyment

http://flickr.com/search/?w=37452694%40 ... nce&m=text

358145616_1dd8b5b1e4.jpg

358145560_bc2f46d65d.jpg

358145463_686cfdc559.jpg

358145602_53adfe5504.jpg

358145363_7d360697cd.jpg

358145366_e85b199978.jpg

358145433_8db87e04bc.jpg

Link to comment
Share on other sites

I find that an interesting comment...a few of those might look a bit blurry since you're looking at full zoom, but in my experience in-game they look fine. Compared to standard handrawn, default or CS textures, they're certainly more sharp.

Here are some in-game screens

358339620_6af36d9cd2_o.jpg

358339617_1361b6d660_o.jpg

358343078_d03117f349_o.jpg

Link to comment
Share on other sites

Yes, but we are not living in the age of HL graphics anymore. It's nice of you to provide these textures though, some may find them quite useful.

My advice would however be to not waste time on tiling the textures, I think many artists would want to do that themselves, at least I would.

An advice for the future: please avoid sharp shadows when you are taking photos of your textures. We have shaders to take care of that kind of shadowing nowadays, try to have the lighting as diffuse as possible. You should also try to have your camera focus on your motive. Blurry photo textures are pretty useless imo as they require alot of post work, sorry :(

Anyways, just words of advice for the future. I like your spirit though, keep it up :)

Link to comment
Share on other sites

I find that an interesting comment...a few of those might look a bit blurry since you're looking at full zoom, but in my experience in-game they look fine. Compared to standard handrawn, default or CS textures, they're certainly more sharp.

Are you serious? I'd love to see the texture set that is even more blurry than this one.

Some of these are a good start but all of them have incredibly bland colors and contrast. and ALWAYS use powers of 2!

Having sharp textures is imporant! A game engine's capabilities are limited so you should better be getting the maximum out of every pixel.

If you want to see what good, sharp and non bland textures are, check these:

http://pixelmorgue.com/index.php?topic=294.0

http://www.philipk.net/portfolio.html

http://www.evillair.net/v2/index.php?op ... &Itemid=43

i hope these are an inspiration for you :).

Link to comment
Share on other sites

We're clearly not seeing eye to eye here. Those texture link you gave...they look hand drawn....they don't look real. I just don't like the way any hand-drawn textures look. They don't have enough lighting geometry and I'm frankly not impressed with how normals and bump maps look compared to real shadows. My textures are from photographs....they look real. Yes, some are blurry, but not all.

Does this look blurry to you?

358157069_a7817cf7d4.jpg

In terms of interestingness, that's definitely subjective. Most of what I'm showing here are generic materials that are tiled x and y, which is going to require removing a lot of the "interesting bits."

I'd like to understand the feedback that you're giving me, but it comes across more as insulting than constructive.

Link to comment
Share on other sites

Yes, but we are not living in the age of HL graphics anymore. It's nice of you to provide these textures though, some may find them quite useful.

My advice would however be to not waste time on tiling the textures, I think many artists would want to do that themselves, at least I would.

An advice for the future: please avoid sharp shadows when you are taking photos of your textures. We have shaders to take care of that kind of shadowing nowadays, try to have the lighting as diffuse as possible. You should also try to have your camera focus on your motive. Blurry photo textures are pretty useless imo as they require alot of post work, sorry :(

Anyways, just words of advice for the future. I like your spirit though, keep it up :)

Teddy,

My goal is to make textures ready to use for mappers in a hl2 mod, so tiling the textures is somewhat necessary.

Could you provide an example of what you would consider a good exterior building texture so that I can see what you are trying to expain to me? I didn't think the ones Pericolos0 provided looked very real.

I really don't want to come off as stubborn, as you can probably guess some of these are back from the HL era and I'm trying to understand the points that you are making.

Link to comment
Share on other sites

One could get away with blurry textures if all the tex are blurry. Yours are not. Some of yours are pretty sharp, others are really blurry. If youre going to use the two next to each other its going to be really obvious.

Try to be consistent in what you do. Stick to a style, use of color, use of sharpness, contrast, brightness and so on.

The first texe looks useless to me since it has too much shadow and depth to be convincable as a texture, the leaves on it are also a serious issue, see my comment below. The third is really way too blurry. 5th too. 7th too. 3rd last is zoomed in too much. Rest are ok.

I would also be very careful with junk on your textures. Your 6th last texture has leaves on the rocks, that can look strange in game + be rather limiting as the designer wont be able to scale the texture up like that nor use it in a situation without trees like somewhere deep inside a cavern.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • MapCore on Discord

  • Our picks

    • Post in Yanzl's Source Emporium
      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
×
×
  • Create New...