What are atlases used for? https://www.sharetextures.com/atlases
I'm creating PBR Textures and 3D models since 2018 and sharing them for free
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Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#12What are atlases used for? https://www.sharetextures.com/atlases
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#13Fantastic resource! I actually stumbled across it organically a few months ago, and couldn't believe my luck. There's really nothing else out there as high quality that's CC0. So thank you.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#14Earlier quoted context omitted.
I've been creating for 6 years and adding new assets every couple of days. There are several technic to make them. You need a computer indeed but some creation methods don't require a camera. You can generate textures procedurally using software.
Let's say I want to "texturize" an existing brick wall of a building. I make high-quality photos, but then what? How do I create bump maps and so on? Do I need a stereoscopic setup? Do I need polarizing filters or something like that? What software is used?
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#15Earlier quoted context omitted.
I've been creating for 6 years and adding new assets every couple of days. There are several technic to make them. You need a computer indeed but some creation methods don't require a camera. You can generate textures procedurally using software.
Let's say I want to "texturize" an existing brick wall of a building. I make high-quality photos, but then what? How do I create bump maps and so on? Do I need a stereoscopic setup? Do I need polarizing filters or something like that? What software is used?
If you are looking for a basic way, just take one clean photo(without visible shadows or reflections) There is method called Bitmap to material. Basically, you grayscale your image and using that grayscale data to create other maps like bump, roughness height etc. If you've experience in that area you can make them in Photoshop. Adobe Substance Sample(Substance Alchemist) has great abilities to generate using that method + AI.
To clear reflections you need circular polarization filters. You can also use cross-polarization method to clear all unwanted reflections. But It require addinational light source and linear polarization filter.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#16Great timing. I'm currently playing around with 3D in Godot 3. We've made a bunch of 2D games, and have a huge system that we have no real incentive to port to Godot 4, so I'm seeing how far I can push Godot 3. Looking forward to trying some of these.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#17I'm all for making money on specialization or convenience, but I really can't find it in myself to build a perfectly useful something and then only use it for myself unless someone else can pay for it. As long as it's fully modular, I just have to give it away for free. Some things - no matter how much work they took to make - are just not worth paying for. Or, at the very least, I would never pay for them. So rather than just keep everything to myself so I can use it the one time, I can't see any reason not to just make it entirely available to the public.
And, good god, I would be so embarrassed to see my name in the credits of something with a label like "provided image formatter", or something. So attribution is something that I really couldn't care less about. It's always a nice gesture, but some things just aren't worth attributing.
All of which is to say: I love your interest in releasing these things to the public domain, and I'm very eager to join you! I've worked in games since before the original THQ went under, and have been using Unreal for the last 6 years or so. I'd be happy to get into whatever process you guys are using, and provide assets to whatever specifications you enforce. I find the most important thing about assets is that they be uniform (so large-scale changes can all happen in the same way, per asset). So I'm happy to conform, just so I can make assets that will act well in-editor.
Unfortunately, I'm mired in some side-project dev work, and won't be able to work on games, or game assets, probably for the rest of the year. So I've got to put off helping until I can clear my plate some. But I have bookmarked you guys, and will follow up to see if you have any interest in additional help with this kind of work, as soon as I can!
Aside from all that, thanks again for providing this. It really is a useful and altruistic endeavor!
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#18Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#19Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#20Is there a tool you used to create these materials that you would recommend?