Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 12 7:03 am)
I'm always on the lookout for fantastic spaceship/metal textures!
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All the Woes of a World by Jonathan Icknield aka The Bryster
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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
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.
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
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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.
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.)
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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???
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.
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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!
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
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.
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.
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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.
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
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.
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
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.
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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
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.
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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
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
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)
http://franontheedge.blogspot.com/
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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