Some high resolution textures

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Virion
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Post by Virion »

nice nice nice. :D
jingquan
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Post by jingquan »

Ok, here's my last texture before I go on to do my shaders and engine. Perhaps when I get bored I'll create some more textures. :D

It's a Irrlicht rock wall remake. I've added gloss, normal and height maps to it.

Here's a snippet of my new parallax shader. :D

Image

Here's the textures:

http://www.orandysoftware.com/user_files/rockwall.png

http://www.orandysoftware.com/user_files/rockwall_h.png

The heightmap is in the alpha channel of the normalmap. BTW, some of the normalmaps in my previous textures will have either negative or positive y-normals due to my shader code testing. I have not corrected them yet. (Sorry, I'm lazy. I'll do it ASAP) :D

I'll be following this texture standard from now on.
MasterGod
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Post by MasterGod »

Seeing all those amazing textures I wanted to try and use them but poor me, I don't know how to make them render so beautiful like in your screen shots..
How can I do that with irrlicht?
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
TheGameMaker
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Post by TheGameMaker »

have a look at cgtextures.com there is a great lib of FREE very high res Textures (well, not tilable ones..)
jingquan
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Post by jingquan »

Great site, bookmarked.

I used my own HLSL shader for per pixel lighting, which in this case, includes, diffusemap, specularmap, normalmap and heightmap (for the bumps), environmentmap (more realistic reflections/lighting) and dirtmap (Ambiance Occ).

I'm sorry I can't share with you the code as it's part of my engine. I'm sure there's lots of tutorials online that you can learn from.

You can try TGM's OpenGL normalmap shader with 4 lights: http://irrlicht.sourceforge.net/phpBB2/ ... lmap+light
or use Irrlicht's shaders. :wink:
MasterGod
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Post by MasterGod »

Can someone explain to me please how to load jingquan's textures and make them looks as nice as in his screen-shots?
With irrlicht of course..
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
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Post by jingquan »

I used a per-pixel specular lighting parallax shader, with large textures of course. :wink: You can find lots of shaders tutorial with your choice coding langage on the net about normalmapping.
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