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3 Dimensional Chat / NEW SCI-FI texture pack

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Dexon
18
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Joined: 16th Jan 2006
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Posted: 21st Mar 2010 15:48
Dear Friends,
we published new pack: SCI-FI 4 texture pack

This pack contains 197 textures (31 unique textures) in 1024x1024 px size. All textures are generated from highpoly geometry
and contain absolutely exact maps for ambient occlusion, normal and displacement information.
There are the following maps available:
-All textures come with spec, height, normal, ambient occlusion
and baked maps.
-Some others additional have light emission, colour and layered psd maps
First week rebate offer only 19.99€
instead of 39.99€
50% rebate
More details on: www.dexsoft-games.com

Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 21st Mar 2010 15:59
Almost 200, and only 31 are unique?

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Frank Geppert
18
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Joined: 20th Dec 2005
Location: Germany
Posted: 21st Mar 2010 16:06 Edited at: 21st Mar 2010 16:47
Aaagreen:
The reason is simple. For each of these 31 textures you get additional textures for shader networks. So there are normal, spec, displacement, light emission baked or ambient occlusion maps. This sums up to this high number.

And the number of 31 is the result of hard work. You have to keep in mind that each texture has been created from a high-poly model. Each screw, pipe, panel, plate or shutter comes from a 3d model.

Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
SJHooks
15
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 21st Mar 2010 18:50
@Frank Geppert, then shouldn't it have said 197 maps rather than textures? When someone uses the term texture it just locks my mind on diffuse maps, and things from there get confusing.

Typos, can't live with em, but somehow I do
Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 21st Mar 2010 18:55
God, what is it with you people and complaining. Guess what? These are texture maps, IE textures. Therefor it's nothing wrong. You get a great deal by buying this and I don't see the point in nitpicking things in their product description.


Alucard94, lacking proper intelligence.
Dexon
18
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Joined: 16th Jan 2006
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Posted: 21st Mar 2010 20:42 Edited at: 21st Mar 2010 20:45
I really enjoy reading this

Usage of additional TEXTURES (MAPS) can be best explained here:
Can you belive that this is only ONE POLYGON
Please look on those buttons and bumps. When you make additional maps from real high poly models like in this case you will get the best normal and height maps. Even those buttons are casting shadows and make you to really belive that it is very high.


Wolf
17
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 21st Mar 2010 21:06
Serious Quality on those! Awesom work!



-Wolf

God Helps the Beast in Me!
dxdragon86
15
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Joined: 15th Mar 2009
Location: Germany
Posted: 21st Mar 2010 21:07
Holy Crap! thats absolutly Awesome!

Medusa
21
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Joined: 7th Sep 2003
Location:
Posted: 23rd Mar 2010 21:36
detail built into the texture is the way to go
dexsoft textures are always so professional
one polygon
impressed!

mpc
lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 24th Mar 2010 00:38
Quote: "really enjoy reading this"


Made me laugh, dunno why lol

So now that dexon set it stright, These are amazing quality works.
If i wasnt so OCD about my work id buy them without question. For those who couldnt tell, the scene dexon posted, bar the pipes is very very low poly.

regards to the artist, You always out source dont you?

Azunaki
15
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Joined: 11th Feb 2009
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Posted: 24th Mar 2010 03:53
i wish you guys put together a game cause i would love to see your textures get used for one.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Frank Geppert
18
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Joined: 20th Dec 2005
Location: Germany
Posted: 24th Mar 2010 09:40
If you are interested to see how lowpoly this scene really is then look here!
This little corridor without any maps:



With spec and normal maps:



Rendered in modo:



Rendered with all maps and coloured lights in Lightwave:



Rendered in a game engine:



Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
Frank Geppert
18
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Joined: 20th Dec 2005
Location: Germany
Posted: 24th Mar 2010 09:44 Edited at: 24th Mar 2010 09:51
lazerus: Yes, we do some outsorcing at Dexsoft, but this pack has been made by ourselves (actually I am the one to blame). We are 2 people running Dexsoft plus lots of excellent external artists.

azunaki: Absolutely, we still plan to make more games in the future. But currently our model packs take a lot of time.

Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 24th Mar 2010 14:38
this thread is very useful, you can easily see how important normal/bump mapping (which one is it again? XD) is, and one that is highly doubtful to it can easily see how useful it is.

thanks for the explanation


[Q]uik, Quiker than most
Red Eye
16
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Joined: 15th Oct 2008
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Posted: 24th Mar 2010 14:57
Damn those are awesome.


I hate you.

...Kranox Studios!
Frank Geppert
18
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Joined: 20th Dec 2005
Location: Germany
Posted: 24th Mar 2010 16:15
Quote: "normal/bump mapping (which one is it again? XD)"


Both terms are fine. Many call it bump mapping though the term bump mapping could also mean the technique from still renders with grey-scale height maps. So the term normal mapping is more precise to explain that you use normals for the direction of the light-reflection of each pixel.

Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 24th Mar 2010 16:42
thank you=)

this, i gotta say, is the most advanced, and most good looking texture pack i've ever seen. Good job!


[Q]uik, Quiker than most
Hassan
15
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Location: <script> alert(1); </script>
Posted: 24th Mar 2010 16:58 Edited at: 24th Mar 2010 16:58
awesome!

by the way, what program(s) do you use for modeling / rigging / texturing?

General Jackson
User Banned
Posted: 24th Mar 2010 17:20
If I had the money I'd buy you guys blind
Awesome, Awesome work guys, keep it up!

Frank Geppert
18
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Location: Germany
Posted: 24th Mar 2010 18:20
Quote: "by the way, what program(s) do you use for modeling / rigging / texturing?"


I personally started with Gamespace couple of years ago and I switched to Lightwave to have better uv-mapping, rendering and animation tools for a still affordable price, while tools like Maya and 3ds max were out of my range.

Later the original makers of Lightwave founded their own company and made the new 3d tool called modo, and I also bought this one.

The models for this texture pack have been made in modo. The reason is: modo has the best modelling and unwrapping tools and baking of textures is absolutely easy compared to other applications.

I also have licenses of ZBrush and Bodypaint, but I use them only for organic modelling.

Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
KeithC
Senior Moderator
19
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Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Mar 2010 18:56
I use Lightwave myself, Frank; but I've thought of getting Modo for the reasons you've given. I don't think Core is going to overtake Modo for some time now. Is it easy getting into the Modo interface, coming from Lightwave? I've thought about grabbing D. Ablan's tutorial set for Modo, should I take the plunge.

-Keith
Frank Geppert
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Location: Germany
Posted: 24th Mar 2010 20:29 Edited at: 24th Mar 2010 20:51
Quote: "Is it easy getting into the Modo interface, coming from Lightwave?"


It is super easy. I was shocked how similar it was in the beginning. But then you discover all these features you always missed in LW. It is just like an evolution of Ligthwave.

LW Core on the other hand looks extremely similar to Modo, but it will take some time until they offer the same power and ease of use. So I will watch this also carefully before I buy into it.

Models, Textures, Sky Cubes and Games at www.dexsoft-games.com
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 25th Mar 2010 06:23
Dayyuummm, these are some awesome sci-fi textures. Does your website accept prepaid visa? or do i need to sell my stuff to make money cause my "debit card" never came with those 3 numbers you need for the security thing... so yeah really nice textures.

Limitless Box studios current project: Lost Contact

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