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Post Info TOPIC: Tileable Maps (Stone #1)


calculating Pi by hand

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Tileable Maps (Stone #1)
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I created a first set of tileable normal, height and ambient occlusion maps for free use. The idea is to use those in combination with basic diffuse textures to create different looking materials.

 

More infos: http://oliverm-h.blogspot.com/2011/10/tileable-maps-stone-1.html

 

 

Download: http://www.mediafire.com/?85j4pb3gx4cbu7t

 

 

 

 

 

 



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Connoisseur of Bourbon!

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Very nice M8!
The cobblestone has turned out quite well!

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Amateur UT mapper

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Those look very cool. Thank for your efforts!

Downloading... biggrin



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...

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THX for sharing :D

It look quite nice indeed :)

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calculating Pi by hand

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Thanks mates

 

That cobble stone was a lot of work, it took many iterations to get the final result. The other textures are very clean and quite easy and fast to make.

I created all maps out of 3d models by the way.

Oh, and i forgot to mention that every texture is existent in 512², 1024², 2048²px so that you can choose those that fit your needs smile

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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woot, thx mate, nice job

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I've made a post on my blog, THX a lot once again :D

Do you plan to make some more ? Stone # 2 or else ?

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calculating Pi by hand

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Yes I do so. Second stone package will contain more "unclean" and natural types (just like the little rocks/cobble stone of this package). I could also merge them into one package but this one has already 200MB unzipped, so I think it's better to keep them separated.


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Amateur UT mapper

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I was wondering what advice you would give for using the OA texture. I don't normally use it so the I was thinking its best just to combine the two (oa & diffuse) in gimp or ps with a multiply or something as apposed to rendering them both with the engine?

Top work using the sculpting tool to create those textures btw :)

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calculating Pi by hand

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Achernar wrote:

I don't normally use it so the I was thinking its best just to combine the two (oa & diffuse) in gimp or ps


 

Yes you are right about the ao map, that's why I mentioned it in the description on my blog as well as an example material setup (link in op). If you are in PS or Gimp there is a very easy and fast way of using ambient occlusion maps:
1.) Create a copy of the base layer with the texture and reduce its brightness alot
2.) Add the ambient occlusion map as an alpha mask to the original texture layer
3.) Done




I should move the ao maps into to the normal maps alpha channel to make it more useful and lower the texture sample count...

 



-- Edited by mAlkAv!An on Thursday 27th of October 2011 03:01:41 PM

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Amateur UT mapper

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Thanks for the info, should have checked your site first confuse 

I guess you get more control when combining them in the editor, just trying to work out which is 'better'. Is the extra vram worth the boost in visuals or does combining the textures to one limit its usefullness to certain situations.

About merging to alpha I would suggest against that idea as that channel receives almost no compression (1 alpha = 1 rgb).



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calculating Pi by hand

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Achernar wrote:

I guess you get more control when combining them in the editor, just trying to work out which is 'better'. Is the extra vram worth the boost in visuals or does combining the textures to one limit its usefullness to certain situations.


You can do the same in ps/gimp but you are more flexible if adjusting the ao map in the material editor. Besides, this package was intended to help espacially people that usually don't create their own textures and feel limited because of this. So I would say for those it's definitely worth the extra vram .

 

Achernar wrote:

About merging to alpha I would suggest against that idea as that channel receives almost no compression (1 alpha = 1 rgb).

Right, I forgot that again ^^ So it would be only a bit more handy and that's not worth the work for now. I might do it for the next package to lower its size, there's quite a difference between 2 .tga files and a single one with alpha channel, 75% to be exact :)



-- Edited by mAlkAv!An on Thursday 27th of October 2011 05:15:01 PM

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Feedback-Master ..

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Very nice work there malk. I downloaded them and will see how they look in my Temple map. I too added a link in my resources page and added your GIMP/PS normal map tutorial. I see you have a new? website and have subscribed to your RSS feed (I love RSS feeds).

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calculating Pi by hand

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Thanks odedge. Yes, I just created a blogspot account a few weeks ago (to follow some other blogs) and than just made my own.

For those beeing curious about what the meshes look like, here's a mudbox screen: http://www.abload.de/img/mudbox_stone11p35.png

 

 

-- Edited by mAlkAv!An on Saturday 29th of October 2011 11:56:38 AM



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