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Re:I'm creating PBR Textures and 3D models since 2018 and sh... by nightowl_games on Friday April 26, 2024 @09:07AM (#40168998)
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.
Re:I'm creating PBR Textures and 3D models since 2018 and sh... by tolgaarslan on Friday April 26, 2024 @09:26AM (#40169108)
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.
Re:I'm creating PBR Textures and 3D models since 2018 and sh... by Etherlord87 on Saturday April 27, 2024 @04:57AM (#40178478)
Beware those assets are high poly and are better suited for rendering work than for realtime rendering in games: https://i.imgur.com/KX2FVzv.jpeg
Re:I'm creating PBR Textures and 3D models since 2018 and sh... by araes on Saturday April 27, 2024 @01:09PM (#40181626)
While resources are listed as 1k, 2k, and 4k, and download with files like:

https://images.sharetextures.com/u/pavement_16_normal.webp

They can "mostly" be fairly easily reduced down to 512, 256, ect... if you happen to be doing smaller scale work. Color, ambient, metallic, normal, height, and roughness are all provided independently, so you can pick and choose what you need.

Already tried a few as conversions for textures on 16x16 or 32x32 tiles, and while obviously smeared really badly, they still work. You can still make a castle wall in a SNES game starting from a 1k source of stacked stone blocks.

Re:I'm creating PBR Textures and 3D models since 2018 and sh... by tolgaarslan on Sunday April 28, 2024 @02:27PM (#40190645)
Thanks for the explanation. I don't need to add anything to this reply :)