Welcome to yet another catalog of mdkd's kitchen tiles! (Today 99% less kitchen tiles)
This time I present to you my new materials with fixed normalmaps that allow actual PBR instead of broken normalmaps. Here are a few examples:
The stone wall/stone path didn't have the best normalmap, but I was able to fix that:

The wall now has a better normalmap as well!

Ah, the sidewalk. The rough normalmap didn't look so good. It still needs to be improved, but looks much better!

And here another texture, a marble texture with a expected soft normalmap:

And my newest texture: A very worn and rough metal. Still needs some tweaks, but the base is there:

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I am making quite some progress with my textures. It might be cloudy soon, and on that day I will go out again and shoot pictures of several surfaces. Man, at some point I can even imagine putting together some simple furniture assets and making a small techdemo focused on my textures and photorealism.
Now, what do you think, folks? Did you like today's catalog of my textures?
PS: I imported a tesselation shader into my project and one of my rock textures looks amazing with it. As if the rocks were actually there! Pictures will follow, you might like them, jwwPhotos
Thank you all for tuning in!
And here they are! Terrain textures with tesselation with handcrafted heightmaps!
The forest floor that looked too flat to you is this one, right? The heightmaps I crafted for the tesselation method really pays off

Another forest floor with a handcrafted heightmap for the tesselation method:

And here's the one that took the most time to create:

Can't upload the 4K or even the 1440p pic of it. It is very detailed. My GTX 1060 was kinda melting, even overclocked. 20ish fps with this expensive tesselation method for the whole Terrain of 2500 units and in 4K screen resolution.
This time I present to you my new materials with fixed normalmaps that allow actual PBR instead of broken normalmaps. Here are a few examples:
The stone wall/stone path didn't have the best normalmap, but I was able to fix that:

The wall now has a better normalmap as well!

Ah, the sidewalk. The rough normalmap didn't look so good. It still needs to be improved, but looks much better!

And here another texture, a marble texture with a expected soft normalmap:

And my newest texture: A very worn and rough metal. Still needs some tweaks, but the base is there:

------------------------------------------------------------------------------------------------------------------------
I am making quite some progress with my textures. It might be cloudy soon, and on that day I will go out again and shoot pictures of several surfaces. Man, at some point I can even imagine putting together some simple furniture assets and making a small techdemo focused on my textures and photorealism.
Now, what do you think, folks? Did you like today's catalog of my textures?
PS: I imported a tesselation shader into my project and one of my rock textures looks amazing with it. As if the rocks were actually there! Pictures will follow, you might like them, jwwPhotos
Thank you all for tuning in!
And here they are! Terrain textures with tesselation with handcrafted heightmaps!
The forest floor that looked too flat to you is this one, right? The heightmaps I crafted for the tesselation method really pays off

Another forest floor with a handcrafted heightmap for the tesselation method:

And here's the one that took the most time to create:

Can't upload the 4K or even the 1440p pic of it. It is very detailed. My GTX 1060 was kinda melting, even overclocked. 20ish fps with this expensive tesselation method for the whole Terrain of 2500 units and in 4K screen resolution.
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