Hi People of Poly count !:) I'm going to be creating a thread where it will be containing my photographic realistic textures and hopefully can gain some good feedback of you guys
Please don't use PNGs. Your 3MB source files (which are excessive to begin with!) turned into 16mb and 35mb files when they were attached. More info about PNGs here in the sticky Information About Polycount & New Member Introductions.
About the texture, wallpaper doesn't need a normal map, nor ao, nor height. Those are excessive for the end result. All you need are albedo and specular/roughness. But maybe this is a template for multiple texture types?
Also you may run afoul of copyright restrictions if you're photographing someone else's artwork. The pattern is owned by some wallpaper company somewhere, who could conceivably find your textures with a reverse image search of their pattern.
I think the red brick could be tiled better, it has repeated patterns inside, so it looks like it's tiled 2x2 instead of unique. It's super obvious with the height map.
thanks, yeah I shrunk it down but il think il go back and change that, only issue i'm really having at the moment is where to insert the height map in unreal as ive been told different things.
Sometimes I darken some parts of the image, bud the other main method I use for bricks is I first make the whole thing seamless, I then find the bricks with to much light source and I then replace those with the dark bricks by using the rectangle marquee tool, so using this tool I individual replace each brick which is not suitable for the texture hope that helps !
Sometimes I darken some parts of the image, bud the other main method I use for bricks is I first make the whole thing seamless, I then find the bricks with to much light source and I then replace those with the dark bricks by using the rectangle marquee tool, so using this tool I individual replace each brick which is not suitable for the texture hope that helps !
That's interesting. I remember reading something about using (in Photoshop) the High-Pass filter (Filters->Other->High Pass). First you make a copy of the photo, set its blend mode to Color, then on the copy below you apply the High Pass filter and merge the two. That should remove the lighting and keep the colour information, but I'm not sure if it works for every case. A rock photo, for example, would probably lose a lot of detail.
well i went out the other day and took alot of photos of different bricks and people looked at me like I was mad haha! but il try out that method with the one il be working on today and il post a picture of the results of the method !
Hey RN sorry for the very late reply Itried out your method and it works it does take away alot of the lighting issue, but like you said it does remove some detail of the bricks, here is a wip of brick texture using your helpful method thanks again ! its always nice learning something new
Replies
http://www.craftytextures.co.uk/portfolio.html
About the texture, wallpaper doesn't need a normal map, nor ao, nor height. Those are excessive for the end result. All you need are albedo and specular/roughness. But maybe this is a template for multiple texture types?
Also you may run afoul of copyright restrictions if you're photographing someone else's artwork. The pattern is owned by some wallpaper company somewhere, who could conceivably find your textures with a reverse image search of their pattern.
I think the red brick could be tiled better, it has repeated patterns inside, so it looks like it's tiled 2x2 instead of unique. It's super obvious with the height map.
First you make a copy of the photo, set its blend mode to Color, then on the copy below you apply the High Pass filter and merge the two.
That should remove the lighting and keep the colour information, but I'm not sure if it works for every case. A rock photo, for example, would probably lose a lot of detail.
http://wiki.polycount.com/wiki/Tiling
For example, searching for "glass ball":