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#flesh #ice #lava #moss #rock #stone
Published: 2011-07-26 10:00:33 +0000 UTC; Views: 20417; Favourites: 148; Downloads: 6736
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Description
CC-BY but it's not a big deal if you forget to credit me ; just be fair with me
Preview: youtu.be/qVrp2Q2aWSc
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Comments: 62
Dark144 [2013-08-04 07:36:27 +0000 UTC]
Nobiax ... seriously ... am in LOOOVE WITH your Textures !!!! ... you'r soo generous .. merci pour tout . je suis heureux
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JackHologram [2012-08-01 13:43:37 +0000 UTC]
the lava was so cool, in its liquid state and the red stuff was great for blood!
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dactilardesign In reply to Yughues [2012-03-15 19:17:20 +0000 UTC]
Sorry, I meant Filter Forge.
It's a really nice tool for game artists, they bring good starting points for making some good textures, other are just perfect finished seamless textures. Have a look.
It's not free, but you can get it for free if you make good textures por people to download using the software.
[link]
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Yughues In reply to dactilardesign [2012-03-15 20:28:02 +0000 UTC]
Neither!
Thanks but no thanks, Photoshop works very well (maybe even better).
I can't be on every "battlefields". ^^
If I were selling them maybe, but I don't so...
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Hiddenus [2011-10-25 04:06:53 +0000 UTC]
The last one looks like extracted texture from Unreal Tournament 3 or one of Gears of War.
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Yughues In reply to Hiddenus [2011-10-25 07:45:19 +0000 UTC]
Or Crysis 2 (from where I get this idea)
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J-Century In reply to Yughues [2011-08-12 20:55:27 +0000 UTC]
It's really useful for beginner like me
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ramman1221 [2011-07-28 01:51:30 +0000 UTC]
i'm new to all this, where do i plug the height into in the material editor in udk?
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Yughues In reply to ramman1221 [2011-07-28 07:26:39 +0000 UTC]
Into the displacement, or something similar.
If there is nothing like that it's not a big deal
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Wanizame [2011-07-27 06:47:07 +0000 UTC]
Looking good, though I doubled the size, and tiled the lava/fire texture.
[link]
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aqua797 In reply to Yughues [2011-07-28 02:13:46 +0000 UTC]
Always love seeing your work.
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stencil-buffer [2011-07-26 21:40:01 +0000 UTC]
Sorry for venting on you, but why does most of the 3D industry think that .tga is somehow a superior format? Use .png, because not only it is loseless and supports 32 bits (just like .tga) but it is also great at compression (just tested it on a normalmap, .png is almost 4 times smaller than the same .tga) and it is more widely used (for example, I see thumbnails of .png in Explorer, but not .tga).
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Yughues In reply to stencil-buffer [2011-07-27 07:05:07 +0000 UTC]
I know it I used png for my first packages but it's a compressed format and you can compress it again.
Tga can be compressed easily.
But the main point is that Marmoset don't understand png ^^
and you can't save an alpha channel with png.
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snogglethorpe In reply to Yughues [2011-07-27 13:25:07 +0000 UTC]
Actually, PNG does support an alpha channel.
It also supports 16-bits-per-component if you want higher bit-depth, allows a user-specified gamma correction, etc.
[I've no idea what "Marmoset" is, or why it's important, though...]
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Yughues In reply to snogglethorpe [2011-07-27 19:07:41 +0000 UTC]
In a certain way yes,
but I'm talking about alpha channel & not transparency. PNG supports transparency but no alpha channel, there are only R, V & B channels. With TGA you can have RVB + alpha.
Like this you can decide to use or not the alpha channel, with PNG you don't have this possibility.
[Marmoset is a very simple software (just for render/preview) like UDK or CryEngine.]
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snogglethorpe In reply to Yughues [2011-07-27 22:39:04 +0000 UTC]
No, PNG supports a full alpha channel.
PNG has both "RGB" and "RGBA" modes; a "RGBA" PNG file has 8 bits of alpha per pixel (or 16 bits, if the file is in 16-bit-per-component mode).
[There's also a "transparent color" mode, in which a single color is "transparent" (alpha = 0). I agree, this feature isn't so useful, but that's OK, because you can use real alpha instead...]
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stencil-buffer In reply to Yughues [2011-07-27 10:11:12 +0000 UTC]
I think that it's better to have separate compressed images that one large archive. After all, if you really need to send one packed file, most of compressions have store setting that basically just joins the files.
[link]
You can save alpha and so much more.
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Yughues In reply to stencil-buffer [2011-07-27 19:18:13 +0000 UTC]
I don't
Too complicated for this.
For me :
{ (diffus+specular+bump(+height+glow)) = 1 texture = 1 folder } x5 because (I'm generous ) ==> 1 package
Doing it in your suggested way will give me a huge amount of link & that increase the probality of breaked links & the amount of work =/
Here I have one link which provides (in my mind) a real content.
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stencil-buffer In reply to Yughues [2011-07-27 19:24:25 +0000 UTC]
Well, I wasn't suggesting that you rebuild your texture library, what I've meant was that if you store your textures in .png format you will be able to have 4 times more of them on the same hard drive.
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Yughues In reply to stencil-buffer [2011-07-27 20:25:19 +0000 UTC]
I've got it
I have still enough free space on my hard drive so it would be ok... for the moment
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snogglethorpe In reply to stencil-buffer [2011-07-26 23:12:03 +0000 UTC]
Yeah, I agree, there seems little reason to use TGA other than for legacy software that doesn't support anything else. PNG is better in just about every way.
Hmm, well TGA does have one advantage -- it's very easy to write a small TGA decoder from scratch without libraries (whereas PNG is more complex, if for no other reason than it uses real compression). But that probably doesn't matter for most people...
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stencil-buffer In reply to snogglethorpe [2011-07-27 10:14:57 +0000 UTC]
Legacy software... cancer, don't you think?
Well, if you ever need a lib-less solution for .png there is LodePNG .
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greymoonx [2011-07-26 19:50:48 +0000 UTC]
Haven't messed with 3d in awhile, but they're definitely going in my archive of stuff for when I do, thank you kindly!
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Yughues In reply to greymoonx [2011-07-26 20:06:01 +0000 UTC]
you're welcome ;thumbsup:
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Finward-Erendash In reply to Finward-Erendash [2011-07-26 17:31:27 +0000 UTC]
The one at the bottom right corner, is supposed to be organic? Can't see it clearly...
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Gurez [2011-07-26 16:11:24 +0000 UTC]
got the same for cinema 4d too ? or is that for C4d
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Yughues In reply to Gurez [2011-07-26 16:28:23 +0000 UTC]
They are images so it works on C4d
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stevelois [2011-07-26 13:39:09 +0000 UTC]
THX again for all the latest packs, they all look really great!
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