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mdkd's... uh... kitchen tiles

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  • mdkd99
    replied
    Hey folks,
    I made some new textures. Here's a compilation picture:


    And here are two of my new gras cutout textures with some trees and some water to make it look a bit more interesting:
    Click image for larger version

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  • mdkd99
    replied
    I finally have my own plank texture:

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  • mdkd99
    replied
    On a small island...


    A wall with a better brickwall material (More defined cracks)


    What do you think?

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  • mdkd99
    replied
    New textures were made!
    A new sidewalk texture:


    I kinda like this floor. Reminds me of rubbermat floors, but also a bit of metal tiles:


    A more defined cracked up floor with more defined normalmaps:


    The purely green grass cutout is my new texture, the one with the red extras is one of my older grass textures, that still holds up though:

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  • mdkd99
    replied
    Some cracked up floor:


    In the shadows:


    A stitched up road texture:


    A brickwall:


    I have 60 raw photos of cracked up floor with variations. I am very obsessed with that kind of texture. Then we have the road texture. Stitched up. 4 individual textures stitched up as one texture with no visible seams and patterns. The photo of this brickwall had lots of contrast and didn't even have straight lines. Some architecture here in my town is very bad when you look at the details. Anyway, I could make all these textures true 4K. Very high quality.

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  • jwwPhotos
    replied
    Some cool stuff. I like the reflection in that metal one.

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  • mdkd99
    replied
    Welcome back to mdkd's kitchen tile catalog!

    In today's post I will share two pictures. Only two. But one of these textures is iconic for this catalog:
    Click image for larger version

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    This kitchen tile texture was made from scratch with one photo where the kitchen tiles didn't even have straight lines. I was able to straighten it out and make a great looking 4K Kitchen tile texture. It features a Diffusemap, a normalmap, a heightmap, and a occlusionmap.

    And over here we have a new metal texture:

    This material features a diffusemap, a normalmap, a heightmap and a occlusionmap. Is it weird when I say that I can smell the metal in this picture? Do you smell it too?
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    I have to say that I really want to get these textures out into the world. Making a Battle with Zombies minigame or something bigger like a Openworld-exploration heavy game is not possible for me right now. Maybe other folks can use these textures in a much more interesting context. And while in the guidelines of the Unity store it states that submissions not unique enough can be denied, I haven't seen anyone else making such a serious business with kitchen tiles. Seriously, these badboys can be a business.

    I'll look into that topic the next days/weeks and possibly make textures for the community. I've seen 5 PBR materials offered for 10-20 bucks, so asking 5 bucks for 5 structure themed materials shouldn't be too unrealistic. What do you think?

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  • mdkd99
    replied
    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.
    Attached Files
    Last edited by mdkd99; 28 February 2019, 12:14 AM.

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  • jwwPhotos
    replied
    I like them all! ..though the one forest floor looks a bit like particle board. Just seems flat.

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  • mdkd99
    replied
    mdkd's catalog is back with three pictures of recent textures!

    Here they are:






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    A lot has happened. I downloaded the new Post Processing Stack from Unity and lots of new cool features are added. Reflections, Eye Adaption, Color Grading, Bloom and so on. I made some new textures and the wall texture in picture 2 is one of my best textures. The subtle heightmap is handcrafted instead of generated. All textures are in 4K and when testing the scene in 2160p/4K screen resolution the details are all visible. I really love working on textures.

    I'll be expanding this new scenery with trees and stuff like that. I started working on tree textures already. What do you think?

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  • mdkd99
    replied
    Some more ground textures:


    Went to a playground for this texture:

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  • mdkd99
    replied
    MDKD'S TILE CATALOG IS BACK!

    Funny title, haha. Anyway, here's some of my recent work in Unity. Everything except for the trees and skybox was made from scratch. The textures, normalmaps, heightmaps and grass cutouts. Here are some pictures:

    Finally a nice brickwall


    A nice sidewalk texture


    Grass and flowers with high density and detail


    A path to a house (My testhouse where I test new textures and reflections)

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  • EnochRoot
    replied
    LOL I visited your dreams profile looking for some floor tiles recently.Nice work above.
    this section is for personal projects or collaborations: https://www.dreamsverse.com/forum/dr...laborations-ac
    also folks can use the Group functions here if they want to make create groups

    Leave a comment:


  • mdkd99
    replied
    Update:
    Before I'll talk about Dreams and tiles there, here's something recent from Unity:
    One of my best textures, this brickwall texture. Instead of Unity's normalmap generator I used one online that is free to use and has some more options. 4K, high detail and good normalmaps are essential for good texturing.

    Anyway, Dreams. I'll recreate my Battle with Zombies maps there. I guess I might be able to recreate one map in the Beta. The rest will come when Dreams launches plus basically my Battle with Zombies game there. All the textbox options are really great as we saw in the LBP Dreams stream. Making eyecandy scenery is possible and a small stage like my BWZ maps should be possible.

    Question: Where can I post a personal project for Dreams?

    Leave a comment:


  • mdkd99
    replied
    The reflection keeps getting better:


    And this is the island I'm working on:

    Leave a comment:

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