I'm creating PBR Textures and 3D models since 2018 and sharing them for free
sharetextures.com
sharetextures.com
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!
Is there a tool you used to create these materials that you would recommend?
https://en.wikipedia.org/wiki/Creative_Commons_license#Zero_...
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.
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.
It being "to the greatest extent permitted by applicable law" I think you are imprecise here:
> 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
But hey, maybe there are more IP lawyers in the free texture community than I realize.
Yeah. Been a mindfuck ever since I started 3D stuff.
https://images.sharetextures.com/u/pavement_16_normal.webp
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.
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: https://sketchfab.com/blogs/community/sketchfab-launches-pub...
Their work is free, but they likely want to ensure folks know "who" is making all these assets and that they have a Patreon so you can help support their efforts.
That seems fair to me considering the generosity at play here.
We have our website because we want to provide some advantages to our patrons. Additionally, it helps us promote our supporters, partners, etc.
Edit: And reading the reply from the architects, you can almost smell the entitlement.
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
I don't know, man.
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.
Spooky Patreon supporters!
> because there is now way to compete with you
How about YOU offer better work?
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.
Then one takes a trip down the deep rabbit hole of modern copyright liabilities. Finds a web marketplace filled with potential copyright submarine lawsuits, DMCA take-downs waiting to happen (youtube contentID will eventually flag the work of that cheap asset pack off Unity marketplace), and draconian EULA.
People are often unaware resale/transfer of many production Asset licenses is prohibited even if you buy the old CD/DVD media sets, "royalty free" can also mean hidden per-user seat-fees and can't cover public performances of sheet-music that must be cleared with local performing arts organizations to make sure the original rights holders get paid.
What this means, is even if you pay for something 3rd party... you don't own the primary rights to the content. And there is usually a bunch of per-file legal conditions that are impossible to keep track of in a production environment.
Ultimately, even CC0 may not necessarily protect you if the source makes the wrong judgement call on the original primary work. There is a similar argument about ML generated works as algorithms cannot own IP, and therefore cannot be transferred or licensed properly...
This is one of the primary reasons I financially support OSS related projects that do procedural textures/shaders that can be baked in 4k later.
It really sucks the fun out of building anything aesthetically beautiful for cheap... as your budget ends up mired in licensing fees even before 1 line of code is written..
I supported Polyhaven as they curated a truly unrestricted library of CC0 content, and offer it without any hidden fees/subscription BS for everyone.
Remember to have fun, =)
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?
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.
Spriteilluminator is not bad also https://www.codeandweb.com/spriteilluminator (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. https://www.texturelab.io/
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: https://i.imgur.com/uanHc0e.png
32x32 pixel rose normal map (took ~5 minutes, Laigter): https://i.imgur.com/QX0EygO.png
32x32 pixel roses rendered (Spriteilluminator): https://i.imgur.com/VYTcFuQ.png
32x32 pixel roses side-by-side: https://i.imgur.com/uKA2Su8.png
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 https://ambientcg.com/ instead as that site is much more responsive.
It's a GPS track visualization web app for outdoor sports; any help would be appreciated (see here for the hosted app: https://cubetrek.com)
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.
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
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.
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!
FWIW, SL is finalizing the addition of PBR textures now and may go further WRT scene imports.
OpenSimulator looks like a cool idea too!