_______               __                   _______
       |   |   |.---.-..----.|  |--..-----..----. |    |  |.-----..--.--.--..-----.
       |       ||  _  ||  __||    < |  -__||   _| |       ||  -__||  |  |  ||__ --|
       |___|___||___._||____||__|__||_____||__|   |__|____||_____||________||_____|
                                                             on Gopher (inofficial)
   URI Visit Hacker News on the Web
       
       
       COMMENT PAGE FOR:
   URI   I'm creating PBR Textures and 3D models since 2018 and sharing them for free
       
       
        rbanffy wrote 1 day ago:
        This is amazing. Back in the 1990's, when I worked in 3D, a resource
        like this would have been an immense force multiplier. Back then we had
        BBSs to share models, but nothing like this.
       
        waynecochran wrote 1 day ago:
        Is there a high demand for models of gallows, electric chairs, and head
        stocks? I now know where to go if need to create a model of a torture
        chamber with some added fruits and vegetables.
       
          JKCalhoun wrote 11 hours 45 min ago:
          It's probably an "if you build it, they will come" kind of thing. I'm
          pretty sure a few HN readers that just saw this site have already run
          off to re-create the Butcher level from Diablo in WASM.
       
        folli wrote 1 day ago:
        Slightly (?) on topic: I'm looking for some collaborators for an
        opensource project using Babylon.js (where PBR textures could also be
        helpful): [1] It's a GPS track visualization web app for outdoor
        sports; any help would be appreciated (see here for the hosted app: [2]
        )
        
   URI  [1]: https://github.com/r-follador/CubeTrek_Babylon
   URI  [2]: https://cubetrek.com
       
        lurkingmba wrote 1 day ago:
        I guess "PBR" means something different to you.
       
          wnoise wrote 1 day ago:
          Peanut Butter and Radishes?
       
          zamadatix wrote 1 day ago:
          Wait, we're not all on HN to discuss Policy Based Routing?
       
          trillic wrote 1 day ago:
          Professional Bull Rider?
       
          junon wrote 1 day ago:
          Pabst Blue Ribbon?
          
          Yeah. Been a mindfuck ever since I started 3D stuff.
       
          noworld wrote 1 day ago:
          Patrol Boat, River
       
        jppope wrote 1 day ago:
        the problem with acronyms... his PBR is a completely different PBR than
        I was thinking...
       
        goodcjw2 wrote 1 day ago:
        Great work to publish your work into public domain. I saw a couple more
        people in the thread trying to do the same thing.
        
        Just curious: is there a reason to create your own site for this?
        Instead of listing on things like Sketchfab?
        
        They seem to support public domain for a long time already:
        
   URI  [1]: https://sketchfab.com/blogs/community/sketchfab-launches-publi...
       
          baobabKoodaa wrote 1 day ago:
          This is like "old web" versus "platforms".
          
          Me personally, I like the old web. Websites that people make and put
          stuff on.
          
          Platforms are generally great... until they aren't. Your own website
          will be great as long as you want.
       
          tolgaarslan wrote 1 day ago:
          My wife and I have been architects since 2013, and back in 2018, it
          was almost impossible to find high-quality free materials. Polyhaven
          (formerly Texture Haven) and AmbientCG (CC0Textures) mainly focused
          on more natural assets. We decided to give it a try, and within just
          two weeks, we reached 100 patrons. So, ShareTextures is funded by the
          patrons, and as a result of this support, we continue creating.
          
          We have our website because we want to provide some advantages to our
          patrons. Additionally, it helps us promote our supporters, partners,
          etc.
       
            lofaszvanitt wrote 1 day ago:
            Don't you have a feeling that your actions will break down the
            market and kills the revenue for those who depend on this kind of
            income? I mean, you people are architects, not some digital
            beggars. You should ask a minimal price for it, but should not
            offer it for free, as others have also pointed it out.
       
              ugh123 wrote 20 hours 43 min ago:
              Much of open source software is given away free, as in beer.
              Would you rather that be paid for and possibly also closed
              source?
       
                tolgaarslan wrote 16 hours 59 min ago:
                Yes, much open-source software is free, enabling more people to
                use and contribute to it. Paid options might offer extra perks.
                Personally, I appreciate the accessibility and collaborative
                spirit of open-source software. It fosters innovation and
                community involvement, which I value. For example, if you check
                ArtStation's or Unreal Engine's Learning sections, you will see
                free tutorials from real experts. This exemplifies the power of
                the internet.
       
              tolgaarslan wrote 1 day ago:
              We understand your concern, but we believe in the power of
              sharing and accessibility. We aim to support the community by
              offering free materials and 3D models. Our creations are simply
              tools to aid talented artists in creating their main
              products.There are unlimited options to create a digital asset.
              (style, design, year, condition, etc.) We can't create all of
              them.
       
              baobabKoodaa wrote 1 day ago:
              Yes, how dare they give out their work for free. The audacity of
              these people!
       
                carlosjobim wrote 1 day ago:
                Architects get paid for making models, so why is it not
                fathomable for the poster that they should pay for the textures
                they use? Or, why do some workers deserve to get paid and
                others not?
                
                Edit: And reading the reply from the architects, you can almost
                smell the entitlement.
       
                  squigz wrote 17 hours 23 min ago:
                  I'm confused. Who do you think is not being paid here?
       
                    baobabKoodaa wrote 11 hours 44 min ago:
                    Here's their argument (which I disagree with, but I believe
                    I understand what it is to the extent where I can explain
                    it):
                    
                    1. Person A starts creating work W and selling it as a
                    profession
                    
                    2. Person B also starts creating work W and giving it out
                    for free (with some Patreon income, but that is not the
                    point here)
                    
                    3. Person A can no longer compete with person B, because
                    free is free. Person A is no longer paid
       
                      ugh123 wrote 2 hours 17 min ago:
                      If someone can create or reproduce the same kind of work
                      that Person A produces, then that work effort (not the
                      work product, the work) holds less value.  Person A
                      should do something to add more value.
                      
                      A similar argument can be had for something that can be
                      made cheaper than a more expensive option.  If my company
                      makes a widget that takes 100 people to make over the
                      course of a year, and then someone comes along and finds
                      a way to make it at substantially less cost (not labor
                      costs) via technological improvement, then seems like OP
                      would similarly be against this, which doesn't jive with
                      nearly any definition of capitalism.
       
                      squigz wrote 6 hours 28 min ago:
                      If that's the case, I guess my confusion comes from how
                      one can assume this position and in the next breath
                      complain about people acting entitled to others' work?
       
                        baobabKoodaa wrote 5 hours 39 min ago:
                        We, who cheer on the people who give out stuff for
                        free, are "entitled" when we think we "deserve" the
                        free stuff?
                        
                        I don't know, man.
       
                      tolgaarslan wrote 9 hours 47 min ago:
                      I also want to add;
                      It's not like selling a physical product. Digital
                      products usually need to be edited to fit your design.
                      Person A still paid because they will always have
                      customers who like their style & creations. We are not
                      creating and sharing "Kitbash or Evermotion" level
                      assets. These works require thousands of work hours and
                      it's impossible to live sharing them free.
       
                  baobabKoodaa wrote 1 day ago:
                  I don't get it. How is this any different from programmers
                  who create open source software that they release for free?
       
                    carlosjobim wrote 1 day ago:
                    There is no difference. Programmers keep making open source
                    software for free, and people making money on that software
                    keep acting entitled to it.
       
        WickedSmoke wrote 1 day ago:
        The website is completely broken with Firefox.    Search results do not
        appear on the screen - you must scroll down to see results.  Clicking
        on the asset images does nothing so they cannot be downloaded.
        
        When using Chrome the layout and interaction works, but even then
        browsing is a poor experience as only four items can be seen at once so
        lots of scrolling is needed.
        
        Sheesh... modern web design is a disaster.  This sort of collection
        could really use static pages with labels as links and small thumbnails
        showing at least 50 items per page.
        
        [Edit] I recommend [1] instead as that site is much more responsive.
        
   URI  [1]: https://ambientcg.com/
       
          tolgaarslan wrote 1 day ago:
          Sorry to hear that. We don't have a developer on the team. Lennart
          (from AmbientCG) has great skills in development, and he perfected
          their website. We're hiring freelancers to update our website, but
          with limited resources. Still, we're always looking for ways to
          improve our website for our users.
       
          jayess wrote 1 day ago:
          Works fine for me on firefox 125.
       
        hahamrfunnyguy wrote 1 day ago:
        What is PBR? Not Pabst Blue Ribbon!  Here's a brief description from
        Adobe:
        
        Physically based rendering (PBR), sometimes known as physically based
        shading (PBS), is a method of shading and rendering that provides a
        more accurate representation of how light interacts with material
        properties. Depending on which aspect of the 3D modeling workflow is
        being discussed, PBS is usually specific to shading concepts while PBR
        refers to rendering and lighting. Both terms describe the process of
        representing assets from a physically accurate standpoint.
       
          cubefox wrote 1 day ago:
          PBR textures don't include just the usual colored images, but also
          other surface properties that influence how specific surfaces
          interact with light. Like roughness, glossiness, elevation (surface
          normal vectors), whether the surface is a metal, whether it has
          specular highlights, whether it appears fuzzy, whether it is partly
          translucent (like skin) and so on. The combination of such textures
          is called a (PBR) "material".
          
          It's called "physically based" because there exist simple physics
          formulas for these properties, so it luckily isn't necessary to
          simulate the all microphysical details that cause them in real
          objects. Similar to how one can describe a gas with a few parameters
          from thermodynamics without considering the molecular details that
          explain those phenomena.
          
          In old 3D renders everything looked like plastic because they had
          only very primitive surface properties.
       
          weinzierl wrote 1 day ago:
          That is true but not whole story. I believe when people talk about
          PBR Textures they most often use PBR synonymously to "Principled
          Shader", "BSDF Shader" or "Disney Shader" (all meaning roughly the
          same thing).
       
            weinzierl wrote 18 hours 16 min ago:
            Here is my whole comment. Somehow the last part I posted in an edit
            magically disappeared:
            
            That is true but not whole story. I believe when people talk about
            PBR Textures they most often use PBR synonymously to "Principled
            Shader", "BSDF Shader" or "Disney Shader" (all meaning roughly the
            same thing).
            
            When it comes to 3D data, exchanging geometry has been possible for
            a long time. Essentially and most of the time we just use triangles
            as the lowest common denominator. Most of the difficulties are more
            or less accidental complexity because of different formats.
            
            When it comes to textures this was not possible for a long time,
            because every renderer used its  own algorithm and they all had
            different parameters. There was no lowest common denominator.
            
            When Disney invented BSDF it allowed the exchange of realistic
            materials for the first time. The "format" won and is what is sold
            or given away as "PBR-Textures".j
       
        tmaly wrote 1 day ago:
        I love how it is supported by patrons rather than charging everyone.
       
        jandrese wrote 1 day ago:
        Browsing the models is a bit of a trip.  Potato, chair, onion, lamp,
        medieval torture device, banana, couch...
       
        DannyPage wrote 1 day ago:
        Is there any software meant for casual users for displaying and walking
        around these objects? I'd love to have some sort of VR room with the
        simplicity of "The Sims" where I could add these, plus perhaps some
        connections to the rest of the internet. A fake TV that displays the
        frontpage of HN or a 24-hour Twitch feed. A radio object that can play
        Spotify streams, with 3D audio enabled.
       
          tolgaarslan wrote 18 hours 20 min ago:
          That Virtual Room can easily created with Unreal Engine. I believe
          you can find some ready environments like this on Unreal Engine
          Marketplace.
       
          squigz wrote 1 day ago:
          I've considered something like this for years. A simple, casual,
          social space to just decorate, hang out, do basic stuff like what you
          outline. I think there's a lot of potential there! Not so much money
          though, I imagine...
       
            sooperserieous wrote 1 day ago:
            Second Life is still a thing, or OpenSimulator if you really do
            want to do it all yourself :)
            
            FWIW, SL is finalizing the addition of PBR textures now and may go
            further WRT scene imports.
       
              squigz wrote 1 day ago:
              I know one shouldn't judge an entire community like this, but
              every interaction I've had with SL has been... strange, to put it
              lightly. Still, I have a lot of respect for those devs and their
              commitment to the game
              
              OpenSimulator looks like a cool idea too!
       
          catapart wrote 1 day ago:
          Don't know of anything like this, but this is a really good idea! It
          would be sweet to have a scene and renderer with well-known
          properties (which could be adjusted to account for style;
          realistic/toon/dynamic lighting/baked lighting, etc) which could be
          dropped in to a webpage so that users could mess with it. That way,
          developers could independently include it and write their own ways of
          injecting the assets.
          
          The end result being a web widget that is a 3D environment with
          whatever the developer wants to put in it (with some defaults like
          "sunny outside", "sun room", "basement", "cave", etc), and
          drag-and-drop asset selection for users to view the showcased assets
          in the scene. Could even double as a code-guide, based on your idea
          of including functioning TV and Radio assets (an example of how to
          include this functionality into the assets). Overall, just a really
          great idea!
       
        aarongeisler wrote 1 day ago:
        This is great! I added the link to my list of free game dev resources:
        [1] Is there a tool you used to create these materials that you would
        recommend?
        
   URI  [1]: https://github.com/aaron9000/c-game-resources
       
          tolgaarslan wrote 1 day ago:
          Thanks. Substance Designer, Substance Painter, Metashape, Blender,
          Marmoset. We are mainly using these softwares. For the atlases we are
          using Details Capture from VFX Grace
       
            AvieDeckard wrote 1 day ago:
            Would you be willing to consider sharing the substance source files
            on your site as well? I've been learning material design off and on
            for a while now and the ability to learn from and modify them would
            be cool, but obviously not required if that's too much effort or
            just not something you'd want to share.
            Either way, thanks a lot for the resource, stuff like this always
            gets me excited!
       
              tolgaarslan wrote 19 hours 50 min ago:
              I'm not planning to share them because they are so complicated
              and need to be edited and standardized one by one. I'm focused on
              creating scanned assets right now.
       
                AvieDeckard wrote 19 hours 5 min ago:
                Thanks for the response. Sounds great! Again, thanks so much
                for sharing these resources, it's always good to have more free
                assets out there.
       
            aarongeisler wrote 1 day ago:
            Thank you, I will check these out - love what you are doing. Please
            keep it up.
       
        anticorporate wrote 1 day ago:
        Love this! One nit. The homepage says “All of our content is
        copyright-free. It means, you can use them anywhere you want which
        includes commercial projects too.” That's not how copyright works.
        All of these works are copyright. That copyright is what allows the
        owner of the copyright to place them under a CC0 license. What CC0
        really means is "the copyright holder has waived the rights they have
        under copyright by granting you a non-exclusive license to use this
        work pretty much however you choose."
       
          mminer237 wrote 1 day ago:
          In the US you can disclaim your copyright and place works in the
          public domain. It's only countries with strict authors rights like
          Germany that that isn't possible.
       
          qarl wrote 1 day ago:
          I sorta think that for a large banner appealing to a naive audience,
          "copyright free" is more appropriate than "the copyright holder has
          waived the rights they have under copyright by granting you a
          non-exclusive license to use this work pretty much however you
          choose."
          
          But hey, maybe there are more IP lawyers in the free texture
          community than I realize.
       
          regularfry wrote 1 day ago:
          This does depend on the jurisdiction.  In some legal jurisdictions
          the effect of putting something in the public domain is to assert
          that no copyright exists in the work.  In other jurisdictions that's
          not legally possible.
       
            dahart wrote 1 day ago:
            Exactly. This is why CC0 is was created- to make public domain
            available to jurisdictions that don’t already have it.
       
          dahart wrote 1 day ago:
          CC0 is “a tool for relinquishing copyright and releasing material
          into the public domain”, and the official icon for it says
          “public domain” [1] mainly created because actual public domain
          is problematic across different countries, I believe. Actual public
          domain really is ‘copyright-free’, and it makes sense to describe
          CC0 as making things ‘copyright-free’ to a general audience that
          may not be familiar with the subtle intricacies of copyright law. It
          is true that only the original copyright holder has the authority to
          release their works into the public domain, but once they’ve done
          that, copyrights are no longer held, and the work is no longer
          subject to protection under copyright law. [1]
          
   URI    [1]: https://en.wikipedia.org/wiki/Creative_Commons_license#Zero_...
   URI    [2]: https://creativecommons.org/public-domain/cc0/
       
            anticorporate wrote 1 day ago:
            Right... CC0 exists because there is no such thing as relinquishing
            copyright in many countries, including the United States. It's a
            license that allows the work to be used as if copyright were
            relinquished. If I create a work and license it under CC0, I still
            own the copyright, I've just given everyone a license to use the
            work in such a way that I cannot enforce most or all of the rights
            associated with my ownership of that copyright.
       
              dahart wrote 1 day ago:
              CC0 a license that relinquishes copyrights. You’re right that
              it’s a license and not public domain, but otherwise making a
              distinction without a difference. The stated explicit intent, and
              the rights granted by the license, are to provide a version of
              public domain that is unambiguous and works globally.
              
              Your terminology is a bit funny when you say “I still own the
              copyright” or “all of these works are copyright”. Works
              aren’t copyright, works are protected by copyrights that
              authors have… unless the author waives those rights. The
              copyright one has by default is the exclusive right to copy and
              distribute the work. Once you give that away, either via license
              or public domain attribution, it’s irrevocable and permanent,
              and there’s nothing of value in the idea that you’re still
              the copyright holder, since there are no longer any copy rights
              retained nor copyright protection under any laws.
              
              In short, it’s perfectly fine to call CC0 attributed works
              “copyright-free” because that’s what the license actually
              does, it “waives” all copyrights and “related rights”,
              and allows the public to copy at will, forever.
              
              BTW I don’t think it’s true to say that there’s no such
              thing as relinquishing copy rights in many countries, that’s
              too strong of a claim. It is true to say there’s no such thing
              as public domain, but copy rights (or “related rights”) can
              be transferred and/or waived pretty much everywhere.
       
              starkrights wrote 1 day ago:
              And their point is that saying “copyright free” will probably
              be more immediately understandable to people who don’t know
              that and don’t want to read a small comment about copyright
              ‘intricacies’ (even if it’s not that intricate)
              
              By saying copyright free, more people who need freely-licensed
              works like this are likely to use it instead of being warded off
              by “this does has a license, it’s copyrighted, but it’s
              actually free because of the license”
              
              Colloquially, it’s the same thing.
       
        FrostKiwi wrote 1 day ago:
        Seem like this project's goals and the goals of polyhaven.com are
        aligned. Is a cooperation possible? Each other's libraries could
        totally benefit from more 3D Models under CC0
       
          tolgaarslan wrote 1 day ago:
          Polyhaven creates textures using only photogrammetry(scan). It's
          doubling their quality also, equipment, and human resources. I'm
          adding some scanned textures too but it's not my main focus.
       
        catapart wrote 1 day ago:
        I've had my eye on this for a couple of months now because you guys are
        doing exactly what I'm doing when it comes to modular asset/utility
        development: putting it in the public domain, where it belongs.
        
        I'm all for making money on specialization or convenience, but I really
        can't find it in myself to build a perfectly useful something and then
        only use it for myself unless someone else can pay for it. As long as
        it's fully modular, I just have to give it away for free. Some things -
        no matter how much work they took to make - are just not worth paying
        for. Or, at the very least, I would never pay for them. So rather than
        just keep everything to myself so I can use it the one time, I can't
        see any reason not to just make it entirely available to the public.
        
        And, good god, I would be so embarrassed to see my name in the credits
        of something with a label like "provided image formatter", or
        something. So attribution is something that I really couldn't care less
        about. It's always a nice gesture, but some things just aren't worth
        attributing.
        
        All of which is to say: I love your interest in releasing these things
        to the public domain, and I'm very eager to join you! I've worked in
        games since before the original THQ went under, and have been using
        Unreal for the last 6 years or so. I'd be happy to get into whatever
        process you guys are using, and provide assets to whatever
        specifications you enforce. I find the most important thing about
        assets is that they be uniform (so large-scale changes can all happen
        in the same way, per asset). So I'm happy to conform, just so I can
        make assets that will act well in-editor.
        
        Unfortunately, I'm mired in some side-project dev work, and won't be
        able to work on games, or game assets, probably for the rest of the
        year. So I've got to put off helping until I can clear my plate some.
        But I have bookmarked you guys, and will follow up to see if you have
        any interest in additional help with this kind of work, as soon as I
        can!
        
        Aside from all that, thanks again for providing this. It really is a
        useful and altruistic endeavor!
       
          tolgaarslan wrote 1 day ago:
          Come to our discord and say hi. I'll love to discuss the idea
       
        r1chardnl wrote 1 day ago:
        What are atlases used for?
        
   URI  [1]: https://www.sharetextures.com/atlases
       
          tolgaarslan wrote 1 day ago:
          Atlases are a set of small elements grouped together in one asset.
          It's usually used for trees and terrain objects.
       
          whizzter wrote 1 day ago:
          Before bindless became a thing (and it's not yet standard with for
          example WebGL) then doing extra render calls just to change active
          textures could be an quite expensive operation. Thus a texture atlas
          is useful to be able to batch a lot of geometry into the same call
          (Also useful for 2d-like animations).
          
   URI    [1]: https://en.wikipedia.org/wiki/Texture_atlas
       
        nightowl_games wrote 1 day ago:
        Great timing. I'm currently playing around with 3D in Godot 3. We've
        made a bunch of 2D games, and have a huge system that we have no real
        incentive to port to Godot 4, so I'm seeing how far I can push Godot 3.
        Looking forward to trying some of these.
       
          Etherlord87 wrote 16 hours 8 min ago:
          Beware those assets are high poly and are better suited for rendering
          work than for realtime rendering in games:
          
   URI    [1]: https://i.imgur.com/KX2FVzv.jpeg
       
            araes wrote 7 hours 56 min ago:
            While resources are listed as 1k, 2k, and 4k, and download with
            files like: [1] They can "mostly" be fairly easily reduced down to
            512, 256, ect... if you happen to be doing smaller scale work. 
            Color, ambient, metallic, normal, height, and roughness are all
            provided independently, so you can pick and choose what you need.
            
            Already tried a few as conversions for textures on 16x16 or 32x32
            tiles, and while obviously smeared really badly, they still work. 
            You can still make a castle wall in a SNES game starting from a 1k
            source of stacked stone blocks.
            
   URI      [1]: https://images.sharetextures.com/u/pavement_16_normal.webp
       
          tolgaarslan wrote 1 day ago:
          I'm also working on Unreal Engine and creating my assets Unreal
          Engine Material versions on that. I'm hearing too much about Godot
          and I hope, I can find a way to make a game using my own assets.
       
        at_ wrote 1 day ago:
        Fantastic resource! I actually stumbled across it organically a few
        months ago, and couldn't believe my luck. There's really nothing else
        out there as high quality that's CC0. So thank you.
       
          fodi wrote 17 hours 19 min ago:
          Quaternius[0] and Kenney[1] also has lovely low-poly 3D models, all
          under CC0.
          
          [0] [1]
          
   URI    [1]: https://quaternius.com/
   URI    [2]: https://kenney.nl/assets/category:3D
       
          tolgaarslan wrote 1 day ago:
          You can also use 3dassets.one It let's you search 3D assets based on
          the license or creator.
       
          r1chardnl wrote 1 day ago:
          You could try
          
   URI    [1]: https://polyhaven.com/
       
        Tomte wrote 1 day ago:
        How is that done? What more than a camera and a computer do you need to
        create those textures and associated maps?
       
          Culonavirus wrote 1 day ago:
          Substance Designer is a defacto industry standard in procedural
          texture creation. As of 5.4 UE also has a texture graph editor.
          They're all node based editors combining a bunch of PCG techniques
          and patterns to produce textures in parametric, non-destructive way.
       
          tolgaarslan wrote 1 day ago:
          I've been creating for 6 years and adding new assets every couple of
          days. There are several technic to make them. You need a computer
          indeed but some creation methods don't require a camera. You can
          generate textures procedurally using software.
       
            Tomte wrote 1 day ago:
            Let's say I want to "texturize" an existing brick wall of a
            building.
            
            I make high-quality photos, but then what? How do I create bump
            maps and so on? Do I need a stereoscopic setup? Do I need
            polarizing filters or something like that? What software is used?
       
              araes wrote 7 hours 49 min ago:
              If all you need is normal and bump maps, then [1] is pretty good
              for quick creation. (Free)
              
              Spriteilluminator is not bad also [2] (Free for general use /
              viewing, but not save without money.)
              
              Texturelab is also pretty decent for a node-based texture design
              software. (also Free)  Only issue is it hasn't been update much,
              yet relatively feature complete. [3] Most can guess the paralax,
              bump maps, ect...
              
              Example using the above methods (took longer to upload than make)
              
              32x32 pixel roses (found online) texture: [4] 32x32 pixel rose
              normal map (took ~5 minutes, Laigter): [5] 32x32 pixel roses
              rendered (Spriteilluminator): [6] 32x32 pixel roses side-by-side:
              
   URI        [1]: https://github.com/azagaya/laigter
   URI        [2]: https://www.codeandweb.com/spriteilluminator
   URI        [3]: https://www.texturelab.io/
   URI        [4]: https://i.imgur.com/uanHc0e.png
   URI        [5]: https://i.imgur.com/QX0EygO.png
   URI        [6]: https://i.imgur.com/VYTcFuQ.png
   URI        [7]: https://i.imgur.com/uKA2Su8.png
       
              tolgaarslan wrote 1 day ago:
              IF you want to make it high-quality, there is a technic called
              photogrammetry. You need to take hundreds of photos under same
              light, without shadow or reflection. Then you create the 3D model
              of the facade using photogrammetry software like metashape or
              realitycapture. After you have the 3D model, you need to transfer
              3D data to 2D texture. It's called baking. After baking is done
              you endup with basecolor(diffuse/color), height(displacement),
              normal and ao(ambient occlusion) maps.
              
              If you are looking for a basic way, just take one clean
              photo(without visible shadows or reflections) There is method
              called Bitmap to material. Basically, you grayscale your image
              and using that grayscale data to create other maps like bump,
              roughness height etc. If you've experience in that area you can
              make them in Photoshop. Adobe Substance Sample(Substance
              Alchemist) has great abilities to generate using that method +
              AI.
              
              To clear reflections you need circular polarization filters. You
              can also use cross-polarization method to clear all unwanted
              reflections. But It require addinational light source and linear
              polarization filter.
       
                Tomte wrote 1 day ago:
                Thank you, these are great keywords to google.
       
       
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