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Posted

So I needed some textures and I set out to make them as I enjoy making textures (some like fishing, I like making textures) .. but I may have gone overboard and now I have a TON of them... (it was a stressful period ;) ...

 

Here's a small collection of my different types of textures, if you'd be kind enough to check them out and tel me what you think. (they are downsized - originals are mostly 2048x2048 or larger PNG/TGA files)

 

Here are a couple of ground textures (you can use these if you like them)

post-954-0-77363400-1315523041_thumb.jpg

post-954-0-01205100-1315523110_thumb.jpg

post-954-0-17443800-1315523199_thumb.jpg

post-954-0-55863200-1315523283_thumb.jpg

 

from my vegetation collection, (i have more than 200 like these - with masks):

post-954-0-61494600-1315523517_thumb.jpg

post-954-0-61899500-1315523545_thumb.jpg

 

tree bark and wood rings sample (also have lots of these)

post-954-0-64015500-1315523598_thumb.jpgpost-954-0-00524300-1315523632_thumb.jpg

post-954-0-05924100-1315523578_thumb.jpg

 

I also have a LARGE collection of stuff like metal, wood, concrete, asphalt, doors, facades, manholes, vents, etc..

post-954-0-12378500-1315523670_thumb.jpg

post-954-0-21273900-1315523344_thumb.jpg

 

.. as I said I have hundreds of high res textures like these ones , but i'm not sure what to do with them.. are they even any good?

post-954-0-12472000-1315523434_thumb.jpg

post-954-0-43979500-1315523497_thumb.jpg

Posted

You could share them with the community or sell them in the asset store or maybe a little of both. They look great.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

Very nice detail in those textures. I wonder if you have also the corresponding bump and specular textures for them? It makes a big difference in realtime games.

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Posted

The detail is even better in the originals. I have bump and spec maps for some of them already, while I'll make the rest if I decide to release or use them in my projects.. but I still haven't found a good method to make normal maps for grass textures, while rocks l found like pretty much any normal map you can generate for them ;)

 

 

I've made all of them in as high a resolution I could, as I optimize my game textures on a per project basis anyway, so it makes sense for me to keep the originals in a high resolution lossless format, I can use them in future cg/video game projects or if I end up selling them... I thought about starting my own free texture site (sponsored by donations) but there's already too many off them and I have too many other project right now to manage it. Also thought about joining/contributing to one of said sites but have't found one i'd really like...

 

So an ideal solution for me I think would be if I could just ftp them somewhere as I make or update them, they'd be free to use in non commercial work, but there'd be an appreciation package one could buy for like 5$, 10$ or 20$ and get an thankyou.pdf if he got enough stuff and felt like it's worth something to him. But for commercial work you could buy an affordable license and do your own derivative work and sell it if you wished (some sites don't allow this, you can't take base human mesh and make a fully realized game character and sell it).. It's not that I want money, but I could really do with a new lens for my camera (all I have is a standard fixed 50mm and wide-angle 10-20mm lens for 3 years now) or maybe LE source ;)

Posted

Some of the colors seem way too neon, but then some of the ground textures have really nice and sharp details. I'd like to see more of this.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Well, I like your samples. I can tell you what I would like to see:

 

Group the textures into logical packs of about 50 each (ground, dungeon, building, etc), complete with bump and spec and sell them for $10 each on the asset store.

 

Come on, seriously, who doesn't want money? :)

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