maybe someone can help me understand this:
Sites like Quixel and Poliigon have amazing PBR materials. But almost all of them only have a 2x2m real world size.
This is great for smaller objects and close up’s. But for bigger objects like facades, walls, roofs, grounds, roads and so on it means, that they have to be repeated/tiled a lot. And every tiled material needs at least one overlay (dirt, surface imperfections, leakage) to make it look decent. Plus some untiling technique to get rid of the pattern.
Even in the wider Quixel demo view (the one on the right), the tiling gets very obvious instantly.
Why don’t these sites additionally offer textures/materials of 4x4m or 10x10m sizes? (or even 6x20 for roads).
This is something I don’t understand. Especially for ground, plaster and road textures.
Not everybody does close shots all the time.
To be honest, this is the reason I did not subscribe to Quixel yet. Even though I absolutely love their stuff.
Instead I shoot a lot of textures by myself. In much bigger scales. Close to what I need them for.
For example, it would be extremely difficult to get a street texture to look like this, if you start with a 2x2m material:
This is a reduced version of a street texture I shot. It’s about 20m long. The original files are 8K (with all the norm, rough, disp maps.) The texture is tillable and has a feathered alpha at the far ends, to use with arrays or instances.
Why don’t the big sites offer materials in such sizes?
It would be so much easier to create realistic looking wider shots, with such textures.
Is there some reason I don’t understand?
Please don’t get me wrong, I don’t say they should make all textures bigger. I only ask for additional, bigger texture sizes. And I don’t mean more than 4K or 8K. I only talk about the actual, real world size of the textures.
I would really appreciate if someone could explain this to me.
Am I missing something?