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Poly Haven
Poly Haven

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Dev Log #01 (and #00)

I realize now I forgot to post here about our Dev Log last month :) Better late than never!

It's just a simple series of blog posts we're going to write every month to summarize what's been going on with everyone at Poly Haven.

This month we talk about new hardware all around (RTX 3090! More ram, hdd, CPL flash), an issue with Google AdSense throwing us off the boat, and of course previews of all the upcoming assets.

Here's the post from this month: https://blog.hdrihaven.com/dev-log-01/

And last month: https://blog.hdrihaven.com/dev-log-00/

Let me know what you think of these Dev Logs in general, and if you'd prefer them in video form instead :)

Comments

I wasn't aware photo's where the way forward vs Procedural for photo realism, I assumed (wrongly) you could create similar results. I'll give photos a bash for work and see the difference <3

Joseph Parry

For texture assets, we've decided not to publish any procedural textures on the platform and stick to photoscan based materials. This is because it's incredibly difficult to create believable procedural materials at our new standard 16k resolution. Even some of the best procedural work (like from cc0textures.com) starts to fall apart when you zoom all the way in. We obviously see the reusable and adjustable value in procedural assets in general, but for us quality is a higher priority, and photoscanning gives you this quality a lot easier than trying to recreate the nuances of nature by hand.

Poly Haven

Hey a question, since this merge is to support more model and texture, its possible to start using substance designer as well to create the textures? Some sbsar files would come very handy Also, wish I could volunteer but maybe ins 2 two years I'll be good enough haha

Bruno Ticianelli


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