Thu, Nov 14, 12:35 PM CST

Renderosity Forums / Bryce



Welcome to the Bryce Forum

Forum Moderators: TheBryster

Bryce F.A.Q (Last Updated: 2024 Nov 12 7:03 am)

[Gallery]     [Tutorials]


THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: WHAT KIND OF TEXTURE ARE IN DEMAND.........??


SNAKEY ( ) posted Mon, 10 April 2006 at 2:13 PM · edited Thu, 14 November 2024 at 12:31 PM

A vague question is it?? I mean to ask...... What are the diff Textures that a Bryce Artist requires. Walls??........ Floors??.....Tree trunk??...... woonden boards??.... leaf color??..... I think I must reframe the question...... What sort of Texture images are on demand??? Does everyone seek real images as Textures??? or is it welcome if one can offer a Digital Texture too?? Please do respond and let me know your opinions. Thank you. biggrin: SNAKEY


sackrat ( ) posted Mon, 10 April 2006 at 2:18 PM

For me personally,......stone walls, rock(good high quality), wood and skies(large Hi Resolution skies, 4000px range),....but thats just me.

"Any club that would have me as a member is probably not worth joining" -Groucho Marx


Rayraz ( ) posted Mon, 10 April 2006 at 2:25 PM

subtly weathered surfaces... textures on the are so often either heavily eroded or clinically clean. I much rather want something that looks like everyday surfaces.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


deadman67 ( ) posted Mon, 10 April 2006 at 2:28 PM

i'm always looking for futuristic building textures and space ship textures in a mat format not jpeg or bump "ect"


diolma ( ) posted Mon, 10 April 2006 at 3:20 PM · edited Mon, 10 April 2006 at 3:28 PM

file_337638.jpg

sackrat - You want skies? I got skies (but nowhere to host them :-(( They range from mediocre to mildly interesting (with a few "that's rather nice" thrown in). Mostly taken from the same viewpoint, looking North, ('cos that's the only place I can get a decent view), with camera almost horizontal.. The above is just the start.... 101 pics, mostly 1280x960, jpgs If anyone wants to see the whole series, just say so in this thread (I've only just worked out how to get PSP to screen-cap itself). Cheers, Diolma



sackrat ( ) posted Mon, 10 April 2006 at 4:06 PM

@diolma, yeah,.......they look great,..........I'd love to have them. Why don't you see if Drac can host them at WoB ?

"Any club that would have me as a member is probably not worth joining" -Groucho Marx


artbyphil ( ) posted Mon, 10 April 2006 at 4:17 PM · edited Mon, 10 April 2006 at 4:18 PM

I've been looking for some good roof textures tiles/slates etc in diffrent styles, I've found a few but there seems to be a lot of walls/bricks etc but not many roofs. I could just be looking in the wrong places of course.

 


TheBryster ( ) posted Mon, 10 April 2006 at 6:18 PM
Forum Moderator

I'm always on the lookout for fantastic spaceship/metal textures!

Available on Amazon for the Kindle E-Reader

All the Woes of a World by Jonathan Icknield aka The Bryster


And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...


pakled ( ) posted Mon, 10 April 2006 at 8:21 PM

yup..spaceship mats, fairly detailed, control surfaces, etc. I've got way more mats that I should..;) cruise the Bryce forum..and see what's missing..or just things you wish someone would do..just a thought..

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Flak ( ) posted Mon, 10 April 2006 at 8:50 PM

Quote - "I've been looking for some good roof textures tiles/slates etc in diffrent styles, I've found a few but there seems to be a lot of walls/bricks etc but not many roofs. I could just be looking in the wrong places of course."

I've noticed exactly the same thing - very few roof images. Guess its cos they are on the top of the buildings.... need to find smoeone who lives in some of the older parts of Europe in a city with a pile of older buildings and that has the odd skyscraper (for photographing from) I guess.... goes to check the maternity ward to see what Drac's up to

Dreams are just nightmares on prozac...
Digital WasteLanD


Incognitas ( ) posted Tue, 11 April 2006 at 6:45 AM

I'll take what I can get...and afford.😉


Lzy724 ( ) posted Tue, 11 April 2006 at 12:07 PM

I would like some decent close up terrain mats. The ones I have....dont look good when trying to create a floor base for a jungle or anything....but then again, I have no idea what I am doing in bryce. :)




SNAKEY ( ) posted Thu, 13 April 2006 at 2:53 PM

file_338065.jpg

I have some textures here.  You think they have any commercial value??


SNAKEY ( ) posted Thu, 13 April 2006 at 2:56 PM

file_338069.jpg

tex 3


SNAKEY ( ) posted Thu, 13 April 2006 at 3:01 PM

file_338071.jpg

l am a  bit confused with this upload.


SNAKEY ( ) posted Thu, 13 April 2006 at 3:03 PM

file_338072.jpg

like this. they are all resized , mind you.


SNAKEY ( ) posted Thu, 13 April 2006 at 3:04 PM

file_338073.jpg

Some of the ground like this.


frndofyaweh ( ) posted Thu, 13 April 2006 at 3:22 PM · edited Thu, 13 April 2006 at 3:26 PM

Well they have no commercial value now; you just posted them all over the forum. Now I have a copy of them and As long as I use them for personal use, you gave them to us legally, above.

Even if they are re-sized or chopped up, I can make your images above very successful, with no watermarks on them. Truthfully; If I was a dishonest scoundrel; I could remove the watermarks also.

I suggest not posting ALL of your examples in a forum. Showing one example would have been plenty good enough.

I want textures that are unique, different from all the others on the net. That is not easy to create so I make packs of erectable textures, you can place them in all sorts of ways and they make totally different scenes that way. Like lego block textures, in a way.

http://www.turbosquid.com/FullPreview/Index.cfm/ID/300559

I would like to post textures here at Rosity, but they make getting a store up, extremely difficult. Too many steps involved, to much wait time, no real control for the artist, IMO anyways.

 


Rayraz ( ) posted Thu, 13 April 2006 at 3:43 PM

If you make them tilable they'll have more commercial value.

Or another thing u could try, if you're going for making high quality texture resources that will have high commercial value; and this is something which could be highly usefull buy has strangely never been done as far as i know...

You could try to take various rather neutral photo's of different locations of the same surface, so that you can  easily blend them and create textures for larger surfaces without having them look to repetitive.

Then supply photo's of more intense characteristics or distressed area's of the same type of surface seperately.

So you could have like, a number of photo's of asphalt, and then a few of different lines or other signs on tarmac surfaces, which you can then very easily apply to your base asphalt textures in photoshop wherever needed.

Same could be done with brick surface, & cracks in a brick wall. paited surfaces and various paint cracks, dirt and a collection of stones or sticks that might lay on the dirt surface. etc.

Kinda a "make your own photo quality textures" kit

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


frndofyaweh ( ) posted Thu, 13 April 2006 at 3:54 PM · edited Thu, 13 April 2006 at 3:57 PM

file_338087.jpg

Example above /

Yes, Rayraz that would make the textures into a complete building set.

But why not do it the way I did, in the link above? same thing. I made panels that can be arranged in any combination and make very unique looking walls around the entire building.

My other packs that are similar, cannot be shown here or anywhere. They are top-secret until the release of Simmars Beta2.

I made an entire One-way roads pack for that game and a texture puzzle for stone walks, Park puzzle, Avenue puzzles, etc.

The texture packs can be built into any type roadway, LOT, park, that is possible. some pieces contain cracks, worn white lines, or even a storm drain. Each piece is different in some way from the next.

 

 


Rayraz ( ) posted Thu, 13 April 2006 at 4:22 PM

Panels work too yea. But splitting up the elements creates even more flexibility. (panels more easily generate a stenciled or repetitive look as you're inevitably working in a square pattern.)

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


Lzy724 ( ) posted Thu, 13 April 2006 at 5:02 PM

Quote - If you make them tilable they'll have more commercial value.

Or another thing u could try, if you're going for making high quality texture resources that will have high commercial value; and this is something which could be highly usefull buy has strangely never been done as far as i know...

You could try to take various rather neutral photo's of different locations of the same surface, so that you can  easily blend them and create textures for larger surfaces without having them look to repetitive.

Then supply photo's of more intense characteristics or distressed area's of the same type of surface seperately.

So you could have like, a number of photo's of asphalt, and then a few of different lines or other signs on tarmac surfaces, which you can then very easily apply to your base asphalt textures in photoshop wherever needed.

Same could be done with brick surface, & cracks in a brick wall. paited surfaces and various paint cracks, dirt and a collection of stones or sticks that might lay on the dirt surface. etc.

Kinda a "make your own photo quality textures" kit

 

i know this is a stupid question, bear with me, how exactly do you go about making something tileable???

 

 




Rayraz ( ) posted Thu, 13 April 2006 at 5:50 PM · edited Thu, 13 April 2006 at 5:52 PM

There are some automated plug-ins for this that will cut and blend the source image to make it tilable in horizontal or vertical direction, or both, or in a "diamond" shape (kinda like 45 degrees rotated squares). These work for some textures.

For textures where this doesnt work satisfactory you would have to cut it up in 4 quarters and put them back together so that the 4 corners of the original image end up in the center of your image.
Lets call the original photo version TextureA, and the cut up version TextureB.
So if the quarters were originally located as:
A B
C D
in TextureA, they should now be organized as:
D C
B A
in TextureB.

Once you've done that you usually use the clonebrush in photoshop to try to adjust TextureB in such a way that the 1st clearly visible edge is no longer notisable.
If you then really want to make it clean you would have to cut up TextureB again to make sure the visible edges you cleaned up match when the left side of your new TextureB image would be put against the right side, or the top would be put against the bottom.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


frndofyaweh ( ) posted Thu, 13 April 2006 at 5:57 PM · edited Thu, 13 April 2006 at 6:08 PM

actually not just squares Rayraz: Recently I discovered that hexygons can be made tileable as well and create an even better blend and unique quality, For very little memory/file usage.

This requires, added coordinates of 45 degree opposites, that are tileable. Just an added step. tiled hexes will be made UV wrappable I hope. Still trying to figure out Blender2.4(put on hold temporarily).EDIT: The same a the diamond finds its wrapping edges; so will a hexygon.

EDIT: I do it all by hand, from scratch, sometimes in MSPaint only, then take the bumpmap into Bryce for my texturing. Then make it tileable, again by hand in PS7 or even MSPaint.

What makes MSPaint so valuable is its ability to puzzle together 128x128 bits on a 1024 canvas. These can then be made alphas in PS7, making 16 puzzle pieces for one panel. allowing the artist to creat smaller panels of 4x4, 4x6 etc. without having to manipulate or resize the texture, in any way. Just build the squares and viola!


SNAKEY ( ) posted Fri, 14 April 2006 at 12:17 AM

Thanks everyone, thats a great deal of positive and creative response you all given there.  I do plan to make them textures tiled....these were but just raw stuff that I have shown.   Having discussed this I have another question......... what should be the resolution of the textures for use in Bryce and other 3d Ware........ what I mean is comfortable resolution.  I have created somd which are like 12 x 1200 and with 230 pixes per inch.  Is that sufficient or do we need a larger image than that. 

 

Ok guys , here we go........

 

SNAKEY


SNAKEY ( ) posted Fri, 14 April 2006 at 2:45 AM

sorry......... please read the texture size as 1200 x 1200 and not 12 x 1200

 

:O))

SNAKEY


frndofyaweh ( ) posted Fri, 14 April 2006 at 2:59 AM · edited Fri, 14 April 2006 at 3:01 AM

Standard sizes are around 512x512(gaming mostly) to 1024x1024(alphas and panaramic).

1024x1024 is the best, IMO.

Tileable and seamless

Be sure to include choices: Bmp's for best quality PC and Tiff for MAC users.  jpg or Gif for those trying to save memory space.

24bit color rez at 300 dpi.(measured as Dots Per Inch)

 Also keep in mind, that the new Intel mobo and Nvidia Gcard will allow 64 bit resolutions.

So maybe, the textures of the near future, will be even more detailed.


SNAKEY ( ) posted Fri, 14 April 2006 at 3:07 AM

Thank you frndofyaweh ( very tricky nickname there)  You have answered my quirty well.:O)) 

 

SNAKEY


Rayraz ( ) posted Fri, 14 April 2006 at 3:49 AM

I would say, just create them as large as u can, and supply them at multiple resolutions. People could use a 2048x2048 or 4096x4096 for close-up renders (close up textures that work nice at high-res renders are rare!) 1024 for normal scenes, 512x512 for a bit more distant objects.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


frndofyaweh ( ) posted Fri, 14 April 2006 at 3:41 PM

I'll agree also with Rayraz; some artists want the larger sizes. Especially around Renderosity and DAZ Productions. Rayraz said;  2048x2048 or 4096x4096 for close-up renders

I have spent much of my time making game textures. Where the developers and teams are trying to save memory, but it is always easier to, shrink something to what you need rather than, have to purchase it too small.


SNAKEY ( ) posted Fri, 14 April 2006 at 3:54 PM

file_338227.jpg

Both are clever ideas.  Will keep them in mind.  Meanwhile anyone volunteering to test this texture image for me.  Is it Seamless?

 

It is resized to small and has been optimised so that it is easily uploaded here.  Right now I am not interested if this image has the quality for a texture......just that if it's a seamless tile.

 

Thanks folks.  You all are really helping me with it.

 

:O))

 

SNAKEY


SNAKEY ( ) posted Fri, 14 April 2006 at 3:56 PM


frndofyaweh ( ) posted Sat, 15 April 2006 at 2:51 AM

WOW! I tiled it on my desktop at your upload size here(512x512). I cannot even find the edges! Excellently done with seamless details!

Think I'll keep it as my desktop wallpaper for a few days.

Now  for copyrights; The digital image or original stones must be your property(meaning: you went out and took this pic yourself). then make it tileable in PS/AICS or equivalent. Like you have done above.

anyways, I think all your textures are fantastic.

More:

If you do a quick web search for specific textures, you will find that nearly all surfaces have been produced at one time or another, about 1000 times 1000.

I try and find something, that I cannot find, while doing those searches. Then I make it first. let me say though, it is not easy.

 


SNAKEY ( ) posted Sat, 15 April 2006 at 7:25 AM

Well, the images are surely clicked by me.  Thats why I planned to venture with this assignment.  So, I guess copyright is not an issue.  Thanks for verifying it for me.  You are too kind.  The best part is........ I really don't remember what I did to it to make it seamless.

hahaahaha!!

Well I shall retry it and see. 

This brick tile is actually the outer wall of my apartment.  My main thrust would be to bring out the wall textures from the may ruins and forts in and around Delhi (Trust me, there are plenty).  I hope by doing so, I shall be able to come up with something which will be a wee bit different than others. Lets see how it works out.

Thanks once again all of you.  You have  been of great help!!

 

:O))

SNAKEY

 

 

 

 

 


frndofyaweh ( ) posted Sat, 15 April 2006 at 7:59 AM

Yes, that may be very unique.

Your off to wonderful start! Good camera work as well, it seems.


Rayraz ( ) posted Sat, 15 April 2006 at 8:39 AM

Quote - I'll agree also with Rayraz; some artists want the larger sizes. Especially around Renderosity and DAZ Productions. Rayraz said;  2048x2048 or 4096x4096 for close-up renders

I have spent much of my time making game textures. Where the developers and teams are trying to save memory, but it is always easier to, shrink something to what you need rather than, have to purchase it too small.

Indeed game textures need to be smaller, but i am not talking about game textures but textures in general... bryce is usually not exactly used to make game graphics.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


SNAKEY ( ) posted Sat, 15 April 2006 at 9:10 AM

I hope I don' sound annoying with my question after question but each of your replies raises a question in mind. 

If I say......... upload a Texture Pack..... do I have to be specific as to what software it is for??

If I choose to have texture to the size of 1024 x 1024..... will it suit in other wares and their demands?

and......... what are Photo Resouces?? ..... does it mean I offer my photos as it is and the buyer can choose to use it the way they like??

 

Thanks again!

:O))

 

SNAKEY

 

 


Rayraz ( ) posted Sat, 15 April 2006 at 10:48 AM

I think when you upload your textures in psd or bmp or png or jpg formats and such, you dont really have very software specific textures. Just write down what file format you deliver ur textures in.

If you already import them inside a 3d program and offer the files from that specific 3d program you would ofcourse need to specify this.

1024x1024 format will be okay, but higher then that would be better.

photo resources as far as i know are just photographic resources? so photo textures would be photo resources.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


diolma ( ) posted Sat, 15 April 2006 at 3:50 PM

Snakey:

There is no best size, 'cos different people want them for different uses:-)

Some ground rules.
Make your texture sizes in powers of 2 (256, 512, 1024, 2048, 4096....)
The reason for this has to do with the way that computers work. Using sizes (especially in the X dimension) results in wasted memory, since just about every application will pad the size with unused bytes to the next up pwer of 2 so as to be able to make use of the fast built-in data-transformation functions. So 512x512 = OK. 513x512 = no-no ('cos it'll take up at least 1024x512, and possibly 1024x1024 when in memory) (and that's just in pixels. Since each pixel takes up a minimum of4 bytes - that's a lot of memory going to waste.).

Tileable images. You obviously now know how to do this from the example you gave, but that example would have very limited use since the tiling pattern would very quickly become obvious. Possibly not a problem for games, but unacceptable for still pics. To get best results for tiling, you need to get a photo of large area of wall and tile that. The repetitions will still probably show up but would be much less noticable..

Cheers,
Diolma



frndofyaweh ( ) posted Sat, 15 April 2006 at 9:35 PM

Snakey: Yes, powers of two. I realized too late that My texture packs have some wrong sizes.

I would suggest that Rayraz and Diolma have sound advice above.

I should probably state, I am still kind of new to all this, creating products thing.


SNAKEY ( ) posted Sun, 16 April 2006 at 11:54 AM

Dear friend Diloma,

You already answered my new concern.  You are very very right.  This kind of close up captures of walls show an obvious tiling which means I should capture the Wall textures from a reasonable distance and not too close.  The Power of 2 and the size of height and width is also understood by me now. 

When I started clicking the Wall, tree, wood, cloth, floor textures..... I was more concerned about the detail of the texture more than the pattern.  Hence, most of the images that I had captured till now are on close up mode and hence covers a limited area of the wall rather than a large expanse of it.  I realise the mistake now.   I will rework on that area.   Infact I have many images which have uneven stone textures in it which don't look nice under repeated tiling.  I will post one such image here. 

OK, that is as far as Wall Textures go..... What about tree and wood???  Will a close up be more suitable??

Thanks everyone!!

 

:o))

 

snakey

 

 


SNAKEY ( ) posted Sun, 16 April 2006 at 12:15 PM

file_338500.jpg


FranOnTheEdge ( ) posted Wed, 19 April 2006 at 1:28 PM

I'd say that texture number 4 that you posted will tile well, the others won't tile so well.  The ones that don't look tileable may tile if there is more of them that we can't see at present, it just depends.  I'm not sure about the blue tiles they may or may not tile well.  And the ability to tile well is essential for large areas.

... Just IMO.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.