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hi,
we love your textures and especially the possibility to use the low detailed ones for free.
anyway, we would also love to use better detailed textures for our crysis-mod but for our
small mod-project they are too expensive.
also the "real" textures are way too professional, speaking of their resolution.
it would be great if you would release your textures in mid-range quality for gaming
use and therefor for way less money.
e.g. instead of 6000x8000 pixels it would already be enough to have the texture in 1200x1600.
80 euro instead of 250 euro for the whole bundle would then be still effortable for small mod-teams.
additionally it would be great if you would do more construction textures and / or rough old used textures of different materials.
regards, gijoke aka simon
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Thank you very much for your positive feedback!
We will take your suggestion regarding a game design edition into consideration. If you could give us some more details on the specific needs for game development, e.g. range of textures, map types etc., we would really appreciate it!
Also, we are always happy to support non-commercial projects. If you are currently in need of some textures, I'm sure somthing can be arranged.
hello,
i will sum up info for you.
and yes we do really need textures. lots of textures actually
construction/building types, urban textures in common are the most important
at the moment.
as we also make buildings in arabic style sandy plaster textures are addtionally
needed.
if you think you can help/support us contact me plz.
kind regards, gijoke
I agree entirely.
We're a small indie game group working on a variety of beta projects, all of which need quality arch material tiles. Your current libraries are absolutely amazing, but well over what we can afford - or need. Any of your existing products brought down to the 2kx2k range would be far more useful, and hopefully more affordable. Right now we're looking primarily at the wood flooring and concrete walls, but all other would be attractive as well.
Looking forward to a more affordable package for games!
Jonathan
hey, its me again
ok, i gathered some information:
- textures should not extend 2048 pixels and always be divideable through 4
- should come in at least two file formats: png and dds
- dds: dxt1,rgb,4bpp,no alpha
- contain a bumpmap, specularmap, and normal or detailmap
- detailmap: height source colorspace, alpha field height, height generation type: filter 4 sample,
animated light, added height to normalmap
- door and window textures would be best as atlas maps
- same to some other textures e.g. plaster texture, second is with ornament but same background,
would make sense to have both as a atlas map
most of these settings could easily be done with your original textures as a batch-process in
photshop within a day. as i am no professional i dont know how it would be like with the
atlas maps.
also yet i havent seen any object textures in your offer e.g. door or window textures.
these would be needed for a game-pack-edition.
same to worn/used/dirty textures, most of the arroway textures are really brilliant
for modeling new objects. but in game-design you often want to see objects old and
worn / weathered.
there are quite some texture-packs on the market but yet i havent seen any worth its
price or competing arroway quality. you rock !
you guys have a brilliant eye/view for tile-ability ! excuse my english by the way, i guess
i could have written here in german anyway
kind regards, gijoke
leader of www.insidejob.in
and here two render screenshots of objects
using your free textures.
they look really great from distance, but ingame
they pixelate on close up.
regards, simon
Thanks for the information, staatsfeind! I will have a deeper look into the subject. What interests me most for the moment is if we were to release game-optimized versions of our existing textures:
Our products are primarily intended for high-res rendering at the moment. Real-time optimized textures are a whole new direction for us. Therefore we first have to gauge the level of user interest before we can move forward with this. I think I will set up a poll...
Hello Gerald,
of most interest of the existing textures/texture-packs are definitely as follows:
1) Edition One Package
2) Tiles
3) Concrete/Stones
4) Wood
Edition One already ships very good and would only be needed to be edited.
So resizing would already be enough to be able to use them.
the number of textures would be a bit small but you could scale the prize.
As its very common to use dds in games in would be a bonus if you would ship
them in two formats.
The real world scale i cannot answer but i guess it would differ pretty much.
i could send you some objects to take a look at.
There are some texture packs for gaming out there but they just dont look as great
as your work here. as a resizing would already be quite enough you do have a great basis
with your textures. just adding some specific textures like already mentioned and
some others i could name you in the process of making our mod. oh yeah, plastic textures
would miss in your package.
plz contact me via email if you need more data.
you could also make our team a special prise for Edition One and we would fit it to
our needs and send it back to you. as i am actually looking for a job / apprenticeship
i could offer the time to do that.
regards, simon
www.insidejob.in
*edit*
a poll wouldnt make that much sense i guess.
one reason is that you already have such a poll in your feedback area
with about 18% of gaming usage.
as your textures indeed are addressed to render-professionals it is very likely
that most votes that will be placed are from such professionals.
in order to have a better feedback on if gaming packs would sell you would have
to address more commercials in the gaming community.
i did the first small step and added an Arroway banner on our webpage. you might
want to send me a better one as i took it off your webpages banner and it might
not suit your professional needs
*edit2*
the other shows how muddy the texture gets on close up.
- adding some renders of the building i am actually working on to show why we would the textures in better quality. one picture is from far away and everything looks decent
though maybe this helps getting the world size ?
GIJoke,
Again, I agree for the most part with Staatsfeind. Tile ready 2k square textures (and associated maps) would be the way to go. We're mostly interested in the Wood and Concrete packages you have, but all would be nice.
As for real world scale and game ready, since you want to make them accessible to as many groups as possible, I wouldn't worry too much about that. There are too many various game engines and uses for these to try and nail it down. Besides, making them tile ready rather solves that.
One key however is to ensure that the tiles are perfectly square. I think that is true for just about any engine.
Thanks for considering it,
Jonathan
Hello again Gerald, it is me, the guy that used some of your textures in a game set in Berlin :)
In fact, the major advantage of using textures in game is to fake details without using polygons or some other techniques, specular maps are really usefull for example on wet surfaces (you have a texture like that already, the result looks awesome!) or other effects.
If you pay attention on the picture, the bump-map of the ground got a bit irky because of resizing, also I needed to cut a lot of the texture out to be able to damage less the texture while reducing its size, depending on the place (ie: if it is indoor or outdoor, and whatnot), your textures are way overkill not only in resolution but also physical area (if I remember well I used 1/4 or even less of your ground texure).
Now look on the wall, I made myself that texture using some special tools, I used there the specular to achieve a dirtyness effect, with the diffuse texture plain (the diffuse texture in fact is just some flat coloured tiles, without any shading), and the bump-map not only to create the divisions between the tiles but also to make that small damage existant on some times (obviously the damaged areas are white in the diffuse texture, not green).
Thus, tips on game textures:
Less area and less resolution.
Abuse of specular and bump map, to create all sorts of effects, even unexpected ones.
And yes, .dds and .pngs are fine :) I used .png myself.
hi speeder,
unfortunately i cant see your picture.
however, if you got the original arroway textures already than reducing the resolution
shouldnt be a big deal.
what special tools do you use ?
regards, gijoke aka staatsfeind
*edit*
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and make use of the chatbox to recieve ts-data.