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【精品图库】马林图库:Marlin Studios Seamless Outdoor Textures2-Rustic Exteriro Sufaces,说明见内... (10千字)
发信人:XDSoft
时 间:2001-7-20 16:10:55
阅读次数:502
详细信息:
Seamless Textures2 - Rustic Exterior Surfaces
from Marlin Studios
_______________________________________________________________________
_______________________________________________________________________
FEATURES
- 310 Seamless, tileable textures
- Three resolutions: Large (1280x1024 max.), Medium (66% of Large), Small (33% of Large)
- Bump (elevation) maps for all textures (930 total)
- 17 Logical texture categories
- 22 Colorful, indexed thumbnail pages make finding textures easy
- All textures taken from original photography in rural area of Western Canada
- Created by renown graphics artist/ photographer Geoff Holman, with editing by Tom Marlin
- All textures and bumps tested for functionality in graphics programs
- Convenient maximum-quality, 24-bit JPG format for lower file sizes and use on most platforms
- Textures may be used royalty free in other graphics images (see License Agreement)
USES
- General-purpose 2D and 3D computer art and animation
- 2D and 3D computer games
- Web content development
- Multimedia applications
- Film industry CGI
- Architectural visualizations
- Legal animations and renderings
- Engineering/product design and visualizations
SYSTEM REQUIREMENTS
- Any PC supporting computer graphics
- CD Player
- PC/Windows, Mac, Amiga, DEC platforms
- Creative mind, artistic spirit
CATEGORIES & NUMBER
11 BRICKS
18 CONCRETES
30 DOORS
5 ELECTRICAL EQUIP.
7 GRASSES
19 GRATES
15 GROUNDS
6 LANDS
26 METALS
9 PAINTS
14 PILES
23 ROCKS
41 RUSTS
10 STONES
7 STUCCOS
33 WINDOWS
36 WOODS.
FINALLY, COMES THE SEQUEL
by Tom Marlin
President, Marlin Studios
In the past year, I've watched our "Seamless Textures You Can Really Use" CD light up the graphic works of artists from all around the world. This has been personally rewarding for me, watching a concept I once had turn into a best-selling CD. My personal thanks go to all who have purchased "Seamless1."
Since the first CD came out, I have received a lot of feedback from users who wanted "more! more!" of the rusts, old woods and generally aged-looking textures. I think I've had an idea for a sequel since I got the first email that said, "When's the sequel coming out?"
We had plans in the works for a sequel, when I was approached by graphics artist/ photographer Geoff Holman. I was familiar with Geoff's eye-catching renderings and his breathtaking landscape paintings, so when I heard from him he had my attention. Goeff had been photographing stunning, rustic textures around his home in a beautiful rural area of Western Canada. This is the kind of place where everywhere you look, you see a postcard panorama.
When I saw some samples from his collection, I knew right away that the long-planned sequel to Seamless1 was born. We went from there, and created a collection based on user feedback. All the photos for the textures on Seamless2 were shot by Geoff, then carefully tiled by hand (or mouse!), with bump maps added. We took Geoff's input and did some editing and organized the collection in the same vein as Seamless1.
In the film industry, sequels are as common as a Mercedes convertible in Hollywood - King Kong, Son of Kong, Kong Lives, Kong Gets Rabies - you know the story! But many film sequels are created just for the sake of tagging along on the heels of the first success, and the sequels rarely equal the original in quality. We kept this in mind when we created Seamless2 - I wanted the next CD to be bigger and better, with more to offer our great users. So, on Seamless2, we've included more textures (310, as opposed to 252) and three resolutions, the highest of which is approximately twice the size of Seamless1. We also didn't want just more of the same: Seamless1 is a best seller and a great all-purpose collection; Seamless2 is a specialty collection with its rustic exterior textures.
We truly hope you enjoy using this CD and will continue to collect Marlin Studios products. We have several additional collections in the works: an interior surfaces collection, a decayed textures collection, an alpha channel landscape textures collection, a sci-fi textures collection, and a character textures collection. Stay tuned for upcoming releases!
SO, HOW DO I USE THIS CD?
For your convenience, we've provided 22 images with thumbnails of all textures, arranged according to the categories in the index (bricks, metals, rusts, etc.). As you'll notice, there are three sizes for each texture. The thumbnails list the Large versions, for sake of convenience. These thumbnails are also representative of the Medium and Small versions.
Some notes about our file naming:
FILE NAMING CONVENTIONS
Limited to eight characters, for compatibility on all platforms.
A. First four characters -- lower-case alpha description of the texture. Examples: "cncr" for concrete, "wind" for window, etc.
B. Characters five and six -- numeric representation of the texture in its class. For example, "cncr01, cncr02, etc."
C. Character seven -- This is either an upper case L, M or S for large, medium or small resolution. The reason for uppercase is so the "L" doesn't look like the number "one." Example: "cncr01S, wind05L, etc."
D. Character eight -- For textures, this is blank. For bump maps, a lower case "b" is added. For example, a concrete texture is "cncr04M.jpg" and the corresponding bump map is "concr04Mb.jpg"
E. Extension -- "jpg" in lower case
We suggest you go to the thumbnail files, and pick out a texture. Note its file name (e.g., rust03L.jpg), then go to the TEXTURES folder and use it as you will. If you'd like to use a bump (elevation) map for that texture, go to the BUMPMAPS folder (another logical place) and pick out the corresponding filename, which ends with a "b" (for Bump). For example, to find a bump map for rust03L.jpg, go to the BUMPMAPS folder, then the LARGE folder and pick rust03Lb.jpg.
Note that many of these textures look fine without a bump map, because they're taken from photos of real-world objects. In fact, a few look better -- this is your call as an artist.
An alternate and interesting way to view the textures and bumps together is to create a simple scene in your 3D program. Some artists prefer creating something as simple as a cube or a sphere. I prefer making a wall, a floor, and maybe a few simple objects like a tall cylinder or a vase. Then experiment by applying various textures and their bump maps to these meshes.
UV MAPPING AND SUNGLASSES
Don't confuse your sunglasses' UV rating with UV mapping in 3D programs! Different 3D programs apply textures in different ways -- it seems every program does it slightly differently. Consult your documentation and, if you're not already a pro, learn the art of UV mapping. As a rule, "U" refers to horizontal mapping and "V" refers to vertical mapping. UV Repeats tell you how many times a texture will be repeated over a surface, and UV Offset allows you to adjust the horizontal or vertical placement. Amplitude or Altitude defines the difference between the high points and low points of a bump map. And, if you want to be really cool, go ahead and wear your sunglasses while you do your UV mapping!
TIPS, TRICKERY AND OTHER BLACK MAGIC
Some tips on using textures: try using various textures in places where you wouldn't ordinary think to use them. For example, try using some of the metals on a space ship mesh. You'll be surprised at your results. You can achieve another cool effect by using the rock textures on a sphere. Voila'! You've created your own personal planet. Examine your 3D scenes: use peeling paint instead of solid color on that wall for a real-world effect; wrap any texture around the mesh of a vase or pot for really wild effects; and see if you can texture every polygon in a scene -- while you're at it, don't forget the bump maps for the added 3D effect.
Some tips on using bump maps: try experimenting with various bumps, using no texture. Or, try mixing various textures with various bump maps. The results can be startling. The collection of bump maps on this CD by itself can be a remarkable tool. Note that each 3D program handles bump maps differently. We've supplied bump maps with a nominal contrast level that is useful in most programs. If this level is too bright or dark for your particular 3D program, feel free to jack up the brightness or dim the darkness in your favorite 2D program.
GET OUT OF THE CAR AND LET'S SEE YOUR . . .
License -- read the licensing agreement carefully. These textures are royalty-free when used within a work of art (this means you can't copy them as-is and distribute them in any way). Feel free to modify them for your own use -- change the colors, sharpness, crop, etc. -- but remember, that is still a derivative work of the original and cannot be distributed as a new texture, only used within your art work. I hope that helps you understand all that legal stuff.
I GOT BY WITH A LITTLE HELP FROM MY FRIENDS (AGAIN!)
Special thanks go to my very good friends and cohorts, Geoff Holman and David Campbell. Thanks go to a very talented Geoff for his great texture photography and texture creation and, of course, coming to us with this collection to begin with. Look for more products from Geoff! And thanks to awesome 3D artist David Campbell of Animax Animation for yet another superb cover and label design. Here's how to get hold of these guys:
Geoff Holman - Zargon Multimedia
email: zargon@wkpowerlink.com
Web: http://www.wkpowerlink.com/~dholman/
David Campbell - Motionart AAI
email: david@motionart.com
Web: http://www.motionart.com
ADD YOUR TWO CENTS WORTH . . .
Would you like to see more of these textures? We have plans to release more textures collections and would love your feedback. Or, is there a related product you'd like to see? Are there maybe some tips and tricks you'd like to share with others? Also, we'd love to see the images you create with this collection of textures. Send us an email at:
feedback@marlinstudios.com
Or, you can always pop onto the web at the Marlin Studios web site:
http://www.marlinstudios.com
. . . Tom Marlin, December 1998
All material on this CD (c) Copyright 1998, Tom Marlin/MARLIN STUDIOS |
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