Pery Scope, on 14 September 2023 - 12:11 AM, said:
Great, Dave. Did you create the textures yourself?
I use downloaded textures as a starting place (many from textures.com) and then make a variety of adjustments to get to the look I want. For example, this started as an ordinary pristine texture of bricks:
I added the darkest pixels from another brick pattern, darkened them, and put them in here as an additional layer to look like collected grime. Added noise. I took a cloud texture, dropped it's opacity quite a bit and slid that in as a layer. Probably some other stuff too.
Most of my textures are fully tiling, some tiling in one direction. There are some non-tiling, things like doors and single windows, and of course trees too. On some I add bands of different light conditions so I can lighten what sees the sun full on and darken what faces the ground. These are mostly concrete and wood. I've done this because the OR shadowing is not so hot.
All my brick textures are scaled to 512px=6ft. There are very few surfaces on these large building where any face has both dimensions that exceed 6ft and so I take advantage of tiling to run great distances across long and relativity narrow features.
What I'm trying to get to is the appearance of old brick that has suffered the effects of coal soot and terrible air pollution -- quite a few red brick buildings were some shade of black after a couple of decades (that's hard for me to paint... still working on it).
I Have almost 2000 textures in my library and I'd guess 300-400 could be culled for non-use.