[HN Gopher] I'm creating PBR Textures and 3D models since 2018 a...
___________________________________________________________________
I'm creating PBR Textures and 3D models since 2018 and sharing them
for free
Author : tolgaarslan
Score : 328 points
Date : 2024-04-26 12:23 UTC (10 hours ago)
(HTM) web link (www.sharetextures.com)
(TXT) w3m dump (www.sharetextures.com)
| Tomte wrote:
| How is that done? What more than a camera and a computer do you
| need to create those textures and associated maps?
| tolgaarslan wrote:
| 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:
| 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?
| tolgaarslan wrote:
| 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:
| Thank you, these are great keywords to google.
| at_ wrote:
| 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.
| r1chardnl wrote:
| You could try https://polyhaven.com/
| tolgaarslan wrote:
| You can also use 3dassets.one It let's you search 3D assets
| based on the license or creator.
| nightowl_games wrote:
| 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.
| tolgaarslan wrote:
| 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.
| r1chardnl wrote:
| What are atlases used for? https://www.sharetextures.com/atlases
| whizzter wrote:
| 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).
|
| https://en.wikipedia.org/wiki/Texture_atlas
| tolgaarslan wrote:
| Atlases are a set of small elements grouped together in one
| asset. It's usually used for trees and terrain objects.
| catapart wrote:
| 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:
| Come to our discord and say hi. I'll love to discuss the idea
| FrostKiwi wrote:
| 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
| anticorporate wrote:
| 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."
| dahart wrote:
| 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.
|
| https://en.wikipedia.org/wiki/Creative_Commons_license#Zero_...
|
| https://creativecommons.org/public-domain/cc0/
| anticorporate wrote:
| 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.
| starkrights wrote:
| 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.
| dahart wrote:
| 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.
| regularfry wrote:
| 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:
| Exactly. This is why CC0 is was created- to make public
| domain available to jurisdictions that don't already have it.
| qarl wrote:
| 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.
| mminer237 wrote:
| 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.
| aarongeisler wrote:
| This is great! I added the link to my list of free game dev
| resources: https://github.com/aaron9000/c-game-resources
|
| Is there a tool you used to create these materials that you would
| recommend?
| tolgaarslan wrote:
| 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
| aarongeisler wrote:
| Thank you, I will check these out - love what you are doing.
| Please keep it up.
| AvieDeckard wrote:
| 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!
| DannyPage wrote:
| 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.
| catapart wrote:
| 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!
| squigz wrote:
| 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:
| 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:
| 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!
| jandrese wrote:
| Browsing the models is a bit of a trip. Potato, chair, onion,
| lamp, medieval torture device, banana, couch...
| hahamrfunnyguy wrote:
| 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.
| weinzierl wrote:
| 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).
| cubefox wrote:
| 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.
| WickedSmoke wrote:
| 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 https://ambientcg.com/ instead as that site is
| much more responsive.
| jayess wrote:
| Works fine for me on firefox 125.
| goodcjw2 wrote:
| 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:
| https://sketchfab.com/blogs/community/sketchfab-launches-pub...
| tolgaarslan wrote:
| 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:
| 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.
| baobabKoodaa wrote:
| Yes, how dare they give out their work for free. The
| audacity of these people!
| carlosjobim wrote:
| 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.
| baobabKoodaa wrote:
| I don't get it. How is this any different from
| programmers who create open source software that they
| release for free?
| carlosjobim wrote:
| There is no difference. Programmers keep making open
| source software for free, and people making money on that
| software keep acting entitled to it.
| tolgaarslan wrote:
| 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:
| 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.
| jppope wrote:
| the problem with acronyms... his PBR is a completely different
| PBR than I was thinking...
| lurkingmba wrote:
| I guess "PBR" means something different to you.
| noworld wrote:
| Patrol Boat, River
| junon wrote:
| Pabst Blue Ribbon?
|
| Yeah. Been a mindfuck ever since I started 3D stuff.
| trillic wrote:
| Professional Bull Rider?
| zamadatix wrote:
| Wait, we're not all on HN to discuss Policy Based Routing?
| wnoise wrote:
| Peanut Butter and Radishes?
| folli wrote:
| Slightly (?) on topic: I'm looking for some collaborators for an
| opensource project using Babylon.js (where PBR textures could
| also be helpful): https://github.com/r-follador/CubeTrek_Babylon
|
| 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)
| waynecochran wrote:
| 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.
| rbanffy wrote:
| 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.
___________________________________________________________________
(page generated 2024-04-26 23:00 UTC)