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๐Ÿงต Untitled Thread

Anonymous No. 890215

why is nobody selling pbr textures of all sorts of ores? all i can find is portfolio stuff on artstation. isn't this a highly requested game asset and would sell nice?

Anonymous No. 890219

These look like delicious cheesecake

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Anonymous No. 890276

>>890215
Because this is really easy to replicate via a procedural texture.

Second, at least when it comes to ore in their natural state (i.e. not polished, not perfectly cut down the center so that a big vein of material is visible, etc) it mostly just looks like rock.
Copper is kinda unique in that it looks like a greenish rock which is why early man was able to find it and create copper tools.

Pic related is tin, another vital early metal (copper + tin = bronze); it's pretty hard to spot in the wild and even this sample was probably chosen for being especially photogenic.

Anonymous No. 890277

>>890276
what about some photorealistic fantasy version of ores? doesn't have to look like reality, but it has to fit into a photorealistic game while indicating the look of the resource.

Anonymous No. 890282

that is lokma la cok guzel tadi

Anonymous No. 891027

>>890215
Those look kinda weird, but agreed, and ore textures are just so inherently satisfying for some reason

Anonymous No. 891217

>>890215
good is for the mining hard but dolllar maybe tried truck? easy man good job

Anonymous No. 891333

>>890215

that's a high and low frequency cell noise mixed with some perlin noise to create the 'rock' part and the rock part is a selection of noises of your choice.
not exactly hard to build.
it's the type of thing that would be a good exercise for a new substance design user, lots of simple noises layered and using noises as masks.