New road textures for realistic 3d rendering


https://i.ytimg.com/vi/Wvt9LvHZBDA/hqdefault.jpg



Ever wonder why it’s so difficult to make realistic roads in CG? It’s because up until now there hasn’t been a simple texture set. Get the new road textures from Poliigon: https://www.poliigon.com/search/recent/narrow/list/streets

Music is Sad Marimba Planet by Lee Rosevere: https://leerosevere.bandcamp.com/album/music-for-podcasts-4

source


29 responses to “New road textures for realistic 3d rendering”

  1. you made to much money with this shit..
    for years ago they are so many sites with high resolution textures for free and know everybody is selling that..but not for one price ..they sell this shit for monthly payments with this shit credits -.-

    so wtf is that ? i pay 120 dollar in a year wich is 12 doller per month and you give them only 120 credits and one texture coast 12 credits ?
    sry but this is not cool bussines…
    you make money out of the interest of the people and set the prices each other up.
    .
    one company is oriented to the next and everything gets crappier and more expensive ..

  2. What's the point in all this detail if every little surface imperfection is not backed up by true physics? A beautiful, imperfect, insanely detailed LOOKING road – while in terms of physics is just a flat, or mostly flat, plane – is the problem with videogames for the past 20 years….constant focus on "look at me" graphics and not true physics which, in the end, is what truly affects gameplay. This is why games today have insane graphics in a picture/screenshot but, in motion, things still look and behave totally videogame-ish, static, and "digital." It's why a game that tricks the brain into looking real in a screenshot, instantly looks fake as soon as you see a gameplay video of it.

    If it was me, we would still have "screenshot" graphics from the mid-2000s but every single surface/edge of every single rock/stone/pebble of the concrete would be truly physically modeled. That would create farrrrrrr more complex and deeper gameplay – just like real life – which would take 100x longer for the player to get bored of since there's such a humongous amount of depth to the gameplay and the environment.

    P.S. This isn't a criticism of your work or product, it's a criticism of the general mindset 95+% of human beings in the videogame industry have. Then again, in a capitalistic society, all that matters, all that's used to gauge success, all that keeps one alive is money/profit…and graphics is what sells, not physics, so I guess I can understand. If only we lived in a more genuine society.

  3. I'm currently working on a tarmac road in SD and i've got this really neat compressed tightly packed 'pebble' thing going on, and now I want to 'flatten' them and make them look like they've been stuck together. Any tips?

  4. 450 man hours isnt alot. Say you have 3 people doing 40 hours a week, thats 120/h a week. So thats roughly a little less than 4 weeks. Dont get me wrong, the pack is beautiful and im sure its well worth it.

Leave a Reply