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.
I'm creating PBR Textures and 3D models since 2018 and sharing them for free
91–100 of 110 posts
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#92Earlier quoted context omitted.
Don't you have a feeling that your actions will break down the market and kills the revenue for those who depend on this kind of income? I mean, you people are architects, not some digital beggars. You should ask a minimal price for it, but should not offer it for free, as others have also pointed it out.
Much of open source software is given away free, as in beer. Would you rather that be paid for and possibly also closed source?
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#93I guess "PBR" means something different to you.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#94Great 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
#95Is there a high demand for models of gallows, electric chairs, and head stocks? I now know where to go if need to create a model of a torture chamber with some added fruits and vegetables.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#96Earlier quoted context omitted.
Architects get paid for making models, so why is it not fathomable for the poster that they should pay for the textures they use? Or, why do some workers deserve to get paid and others not? Edit: And reading the reply from the architects, you can almost smell the entitlement.
I'm confused. Who do you think is not being paid here?
1. Person A starts creating work W and selling it as a profession
2. Person B also starts creating work W and giving it out for free (with some Patreon income, but that is not the point here)
3. Person A can no longer compete with person B, because free is free. Person A is no longer paid
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#97Earlier quoted context omitted.
I'm confused. Who do you think is not being paid here?
Here's their argument (which I disagree with, but I believe I understand what it is to the extent where I can explain it): 1. Person A starts creating work W and selling it as a profession 2. Person B also starts creating work W and giving it out for free (with some Patreon income, but that is not the point here) 3. Person A can no longer compete with person B, because free is free. Person A is no longer paid
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#98Great 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.
Beware those assets are high poly and are better suited for rendering work than for realtime rendering in games: https://i.imgur.com/KX2FVzv.jpeg
https://images.sharetextures.com/u/pavement_16_normal.webp
They can "mostly" be fairly easily reduced down to 512, 256, ect... if you happen to be doing smaller scale work. Color, ambient, metallic, normal, height, and roughness are all provided independently, so you can pick and choose what you need.
Already tried a few as conversions for textures on 16x16 or 32x32 tiles, and while obviously smeared really badly, they still work. You can still make a castle wall in a SNES game starting from a 1k source of stacked stone blocks.
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#99Earlier 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?
Spriteilluminator is not bad also https://www.codeandweb.com/spriteilluminator (Free for general use / viewing, but not save without money.)
Texturelab is also pretty decent for a node-based texture design software. (also Free) Only issue is it hasn't been update much, yet relatively feature complete. https://www.texturelab.io/
Most can guess the paralax, bump maps, ect...
Example using the above methods (took longer to upload than make)
32x32 pixel roses (found online) texture: https://i.imgur.com/uanHc0e.png
32x32 pixel rose normal map (took ~5 minutes, Laigter): https://i.imgur.com/QX0EygO.png
32x32 pixel roses rendered (Spriteilluminator): https://i.imgur.com/VYTcFuQ.png
32x32 pixel roses side-by-side: https://i.imgur.com/uKA2Su8.png
Re: I'm creating PBR Textures and 3D models since 2018 and sharing them for free
#100Earlier quoted context omitted.
I'm confused. Who do you think is not being paid here?
Here's their argument (which I disagree with, but I believe I understand what it is to the extent where I can explain it): 1. Person A starts creating work W and selling it as a profession 2. Person B also starts creating work W and giving it out for free (with some Patreon income, but that is not the point here) 3. Person A can no longer compete with person B, because free is free. Person A is no longer paid