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I'm creating PBR Textures and 3D models since 2018 and sharing them for free

sharetextures.com

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Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free

#11

What are atlases used for? https://www.sharetextures.com/atlases

Before bindless became a thing (and it's not yet standard with for example WebGL) then doing extra render calls just to change active textures could be an quite expensive operation. Thus a texture atlas is useful to be able to batch a lot of geometry into the same call (Also useful for 2d-like animations).

https://en.wikipedia.org/wiki/Texture_atlas

Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free

#13
post #7

Fantastic 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.

You can also use 3dassets.one It let's you search 3D assets based on the license or creator.

Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free

#14
post #6

Earlier 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?

[deleted]

Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free

#15
post #6

Earlier 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 want to make it high-quality, there is a technic called photogrammetry. You need to take hundreds of photos under same light, without shadow or reflection. Then you create the 3D model of the facade using photogrammetry software like metashape or realitycapture. After you have the 3D model, you need to transfer 3D data to 2D texture. It's called baking. After baking is done you endup with basecolor(diffuse/color), height(displacement), normal and ao(ambient occlusion) maps.

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

#16

Great 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.

I'm also working on Unreal Engine and creating my assets Unreal Engine Material versions on that. I'm hearing too much about Godot and I hope, I can find a way to make a game using my own assets.

Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free

#17
I've had my eye on this for a couple of months now because you guys are doing exactly what I'm doing when it comes to modular asset/utility development: putting it in the public domain, where it belongs.

I'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

#19
Love this! One nit. The homepage says “All of our content is copyright-free. It means, you can use them anywhere you want which includes commercial projects too.” That's not how copyright works. All of these works are copyright. That copyright is what allows the owner of the copyright to place them under a CC0 license. What CC0 really means is "the copyright holder has waived the rights they have under copyright by granting you a non-exclusive license to use this work pretty much however you choose."
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