Yes, Ziggy, the terracotta roof tiles are already done, along with thatching, corrugated iron, wooden shingles and a few others. I’ll post more previews later today. The ivy may be a little bright. I was concerned about the darkening effect of heavy displacement and may have over-compensated. But then again, it may be the lighting.
Yes, Joe, I’m using Filter Forge to generate the color maps for the first batch of these so that is indeed the concrete. I’m then making my own displacement/bump/normal, spec and reflection maps to make them really pop in 3d. The second batch will come from texture resources I own and can make my own tiles from, and the third batch will be from photos I take of building materials.
I’m doing a first draft of all the textures first, all at 600 by 600. When I’m done, I’ll go back to the ones that are not quite working and generate bigger tiles and use smaller tiling rates.
My plan is to allow this set to be used as a merchant resource, provided the textures are baked onto a map or a model and not redistributed as tiles. This could be a great boon for modellers, who could apply the texture in DS, then use Shader Baker to generate a mapped version of it.