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Downloading textures for Portfolio Dev: What is acceptable?

ScottHoneycutt
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ScottHoneycutt polycounter lvl 14
What is acceptable for portfolio pieces when it comes to using textures/materials you didn't make? There are textures/materials that you can buy, there are some available for free and some are sitting there in Unreal 4 scenes that you can download for free. I think its understood that you can use something like CGtextures.com because you are simply using a photograph which still needs to be artistically worked to impress anyone. However, some of these new PBR materials available are looking pretty good already. Is it cheating to use them in your scene? Material definition is a big issue for me. Thanks.

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  • Wesley
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    Wesley polycounter lvl 14
    Just state what you didn't make on your folio.
  • Joopson
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    Joopson quad damage
    As long as you mention it, it's not cheating.
    However, I don't think it's as impressive to use materials/textures included in UE4, or from gametextures.com, compared to making your own textures and materials. And it depends, too, on what you want to do. If you want to be a level designer, using other people's assets is pretty well expected. If you want to be an environment/prop artist, you'd be better off making it all yourself.
    Using textures as a starting point is fine though, much like when you take something from CGTextures. Just change it enough to make it your own, or use it as an overlay.
  • Joost
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    Joost polycount sponsor
    Material definition is a big issue for me

    I think you've answered your own question. Work on your material definition :)
  • iconoplast
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    iconoplast polycounter lvl 13
    I personally think of it using the standards from copyright law. If you've changed it enough to have made a 'substantially new work' from it (basically, it no longer looks like what you started with) then it's not necessary to mention. If you can still see clear aspects of the original texture, then state the source. If you're not sure which category something fits in, ask people. If still in doubt, mentioning it is the safer choice.
  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 14
    komaokc wrote: »
    I think you've answered your own question. Work on your material definition :)

    Thanks for the quick response. I think this quote makes sense. :poly131:
  • Add3r
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    Add3r polycounter lvl 11
    Thanks for the quick response. I think this quote makes sense. :poly131:


    Also have to think, you are using the portfolio for getting a job. At this job, they will not be buying/licensing materials and such. This will normally all be done in house using in house photography and creative commons type images. Just to supplement komaokc's point. Plus.... Doesnt hurt to be a badass, and a badass doesnt let material definition slow him down ;) hahaha
  • JordanN
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    JordanN interpolator
    Making your own textures is fun. If you use somebody else's textures without making any major changes to it, your work has no identity.

    In fact, I would say texture quality is what separates the professionals from the amateurs. If all your model has is a texture that clearly looks like it came from google, it's amateur.
  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 14
    JordanN wrote: »
    ...If you use somebody else's textures without making any major changes to it, your work has no identity.

    In fact, I would say texture quality is what separates the professionals from the amateurs...

    I'm beginning to realize this more and more. Most people can model, the difference is the material def and rendering.
    Add3r wrote: »
    Also have to think, you are using the portfolio for getting a job. At this job, they will not be buying/licensing materials and such. This will normally all be done in house using in house photography and creative commons type images. Just to supplement komaokc's point. Plus.... Doesnt hurt to be a badass, and a badass doesnt let material definition slow him down ;) hahaha

    Good point. I'm trying to be the best that I possibly can be. These thoughts are often based on lack of confidence.
  • aesir
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    aesir polycounter lvl 18
    Add3r wrote: »
    Also have to think, you are using the portfolio for getting a job. At this job, they will not be buying/licensing materials and such. This will normally all be done in house using in house photography and creative commons type images. Just to supplement komaokc's point. Plus.... Doesnt hurt to be a badass, and a badass doesnt let material definition slow him down ;) hahaha

    Wait, you guys work at jobs that DON'T buy stock photos, textures, models etc? 98% of the time it's waaaay more cost efficient to buy something then to pay a photographer/whatever.
  • gsokol
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    gsokol polycounter lvl 14
    Yup I'm in the camp that you should demonstrate that you know how surfaces work. Even if you are working somewhere where you don't make the materials...or they are megascans, or whatever...you at least need to know (and demonstrate) that you understand how they work. If you don't do that in your portfolio, its easy to make the assumption that you don't.

    Also, what Wesley said. Regardless of what you do....if your work isn't all your own, make sure to state what you did and didn't do.
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