popol 517 Report post Posté(e) January 2, 2016 Ça peut en intéresser plus d' un ^^ The RDT-textures are produced by using highly detailed 3d-scans to get accurate color and depth informations from a real location. At the processing, we work with polycounts up to 20.000.000 and native scan-resolutions over 16k. We also use a image-based-lightcancelling-process to reduce the light and shadows in the diffuse-map. All maps are provided with layers for glossyness, roughness, ambient occlusion and more, so it's prepared for physical rendering. Most maps are leveled to set it to 100% and it fits - so you save time setting up a material. We also provide normal-maps as a alternative to the displacement, or to support it. With these textures you can reconstruct the original surface incl. the geometry with a minimum of resources and a maximum of speed and flexiblity. http://real-displacement-textures.com/ http://real-displacement-textures.com/rdt.html 3 Nicolas Caplat, Kuzco et CBAS VISUAL reacted to this Citer Share this post Link to post Share on other sites
TChadail 797 Report post Posté(e) January 3, 2016 Tu m'étonnes ! Merci popol Citer Share this post Link to post Share on other sites