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General => Image Sharing => Topic started by: WAS on July 03, 2018, 11:52:17 AM

Title: Textures Tests
Post by: WAS on July 03, 2018, 11:52:17 AM
First texture in a long time, like at least 3 years since I was working on a defunct Steam project with some people. Tree tunk is just a octahedron stretched on Y for testing with a procedural displacement to simulate what disp a tree trunk may have. Rest of the displacement is done by the textures depth map read as displacement.  Texture may need a bit of a desaturation possibly, but really depends on the condition and ecosystem the trunk is in.

How does it look?

In order for it to be not so noisy it's fine details had to be blurred and masked, which doesn't make it very practical for anything other than TG as in other 3D engines it becomes blobby (last image)
Title: Re: Textures Tests
Post by: WAS on July 04, 2018, 03:43:12 AM
Some more textures I have been working on. First two are based on my own images. My phone of course only takes portraits, in limited resolution, which further limits the final texture resolution, and because of digital noise, needs a lot denoising and basically cartoon effects to make them work.

First one: Douglas Fir
Second: White-Cedar Cypress
Third: Gravel from royalty free stock
Title: Re: Textures Tests
Post by: archonforest on July 04, 2018, 04:51:17 AM
pretty good stuff!
Title: Re: Textures Tests
Post by: Agura Nata on July 04, 2018, 06:08:31 AM
looks great!
Title: Re: Textures Tests
Post by: bobbystahr on July 04, 2018, 11:32:26 AM
Damn fine textures, well done mate!
Title: Re: Textures Tests
Post by: luvsmuzik on July 04, 2018, 01:04:33 PM
NICE! Does your PS make a tilable image for you from this? Your resolution is large enough, probably not needed. Thinking of the old 64x64 tilables...hehe
Title: Re: Textures Tests
Post by: WAS on July 04, 2018, 04:46:20 PM
Quote from: luvsmuzik on July 04, 2018, 01:04:33 PM
NICE! Does your PS make a tilable image for you from this? Your resolution is large enough, probably not needed. Thinking of the old 64x64 tilables...hehe

I use Seamless Textures 2, a photoshop extension. It makes tiled and mirrored textures, which you need to spice up to make it not so "repeating".
Title: Re: Textures Tests
Post by: DocCharly65 on July 06, 2018, 02:15:06 AM
Some really great textures!
Will you do bump maps too? Sometimes it's enough for me to set the saturation to zero and increase the contrast - but I don't think that's the professional way... :)
Title: Re: Textures Tests
Post by: Dune on July 06, 2018, 02:30:20 AM
You often need to blur it slightly too. And save as greyscale.
Title: Re: Textures Tests
Post by: WAS on July 06, 2018, 02:37:21 AM
Quote from: DocCharly65 on July 06, 2018, 02:15:06 AM
Some really great textures!
Will you do bump maps too? Sometimes it's enough for me to set the saturation to zero and increase the contrast - but I don't think that's the professional way... :)

All the textures (in my library) contain diffuse, depth, normal, occlusion, and specularity, and in some cases like brick, displacement specially for TG.

For these earlier tests I merged depth and normal (bump) together. Issue with bumps is they create inverted borders to lines, since it's read differently by 3D engines, so it doesn't translate well in TG at all, even inverting the colour.

For newer textures, I'll be doing probably two depth maps, one for large displacement depth and the other for surface detail like for the brick.

MPD makes testing fine displacement a challenge as you get polygon cutouts that occur and make jagged edges. Issue with anything of fine detail I do, like fake stones.