These questions are aimed primarily at artists and project leaders.
Without further ado:
1) How many textures would you expect to be in a normal size library? Or would you prefer to purchase individual textures one by one?
2) How much would you pay for a library of, say, 500 high quality textures with a tiled option for textures that support it? How much would you be willing to pay for a single high quality general purpose texture?
3) What's are the first places you go to to find new textures?
4) Do you expect non-texture additions (normal maps and such) to be included in a library? Would you consider paying extra if that was an option?
5) What resolutions are your generally after/ready to accept as valid? I'm thinking 2048x2048, 1024x1024, 512x512 and 256x256 are givens here - I'm rather more curious if you'd be okay with non-power-of-two, max resolution texture maps or non-warped arbitrary size textures?
6) What types of textures are you most interested in (organic, rock, wood, logos, etc)? The question here is also: what types of textures are the greatest deficit out there?
7) How often do you find yourself in need of "texture collections of a single object or theme" (eg the sides of crate or a building, grass, dirt, rubble and such, etc)? How many textures do you think would be sufficient "on a theme"?
Thanks in advance for your insight!
Texture pack questions
Hi irreversible,
I'm primarily a programmer, but I dabble in a bit of art as well. I'm guessing the reason you haven't got any answers to these questions yet is because most of the people reading this forum probably don't have a need for texture packs.
Anyway, without further ado, here's my insights.
1) How many textures would you expect to be in a normal size library? Or would you prefer to purchase individual textures one by one?
The number of textures in a pack really depends on the price, chances are the more textures in the pack, the less likely the purchaser will need all of them. Ideally, you'd provide a choice of buying them individually or in a pack at a discounted price. The more in the pack, the bigger the discount.
2) How much would you pay for a library of, say, 500 high quality textures with a tiled option for textures that support it? How much would you be willing to pay for a single high quality general purpose texture?
Put simply, the only reason to buy a texture pack would be to save time / money creating them myself.
So, hypothetically, if most of the textures in the pack suited the project I was currently working on I would happily pay as long as it costs less than creating them myself.
For example, if I can create each texture in 10 minutes it'll cost me around $3.80 each at my current rate of pay. On the other hand, I wouldn't expect to pay that much as an indie developer because my time is not worth that much. 20 cents per texture would be more realistic.
3) What's are the first places you go to to find new textures?
My camera and a couple of cost effective programs for prep work (e.g. making them seamless). Alternately, I might generate some procedurally with an application like Genetica.
4) Do you expect non-texture additions (normal maps and such) to be included in a library? Would you consider paying extra if that was an option?
Creating normal maps are not in my skill level, so yes, I may pay for them if they made a big difference.
5) What resolutions are your generally after/ready to accept as valid? I'm thinking 2048x2048, 1024x1024, 512x512 and 256x256 are givens here - I'm rather more curious if you'd be okay with non-power-of-two, max resolution texture maps or non-warped arbitrary size textures?
Large power of 2 textures would be best, they can always be sized down. Alternately, a 512x512 would be sufficient in most cases.
6) What types of textures are you most interested in (organic, rock, wood, logos, etc)? The question here is also: what types of textures are the greatest deficit out there?
Basic room building textures. Just look at the most common textures in games (Valve games are a good example e.g. Left 4 Dead 2)
7) How often do you find yourself in need of "texture collections of a single object or theme" (eg the sides of crate or a building, grass, dirt, rubble and such, etc)? How many textures do you think would be sufficient "on a theme"?
10 or 20 per themed pack. Textures for objects would need to be accompanied by the 3D model of the object or it's kinda useless.
Just my 2 cents :)
I'm primarily a programmer, but I dabble in a bit of art as well. I'm guessing the reason you haven't got any answers to these questions yet is because most of the people reading this forum probably don't have a need for texture packs.
Anyway, without further ado, here's my insights.
1) How many textures would you expect to be in a normal size library? Or would you prefer to purchase individual textures one by one?
The number of textures in a pack really depends on the price, chances are the more textures in the pack, the less likely the purchaser will need all of them. Ideally, you'd provide a choice of buying them individually or in a pack at a discounted price. The more in the pack, the bigger the discount.
2) How much would you pay for a library of, say, 500 high quality textures with a tiled option for textures that support it? How much would you be willing to pay for a single high quality general purpose texture?
Put simply, the only reason to buy a texture pack would be to save time / money creating them myself.
So, hypothetically, if most of the textures in the pack suited the project I was currently working on I would happily pay as long as it costs less than creating them myself.
For example, if I can create each texture in 10 minutes it'll cost me around $3.80 each at my current rate of pay. On the other hand, I wouldn't expect to pay that much as an indie developer because my time is not worth that much. 20 cents per texture would be more realistic.
3) What's are the first places you go to to find new textures?
My camera and a couple of cost effective programs for prep work (e.g. making them seamless). Alternately, I might generate some procedurally with an application like Genetica.
4) Do you expect non-texture additions (normal maps and such) to be included in a library? Would you consider paying extra if that was an option?
Creating normal maps are not in my skill level, so yes, I may pay for them if they made a big difference.
5) What resolutions are your generally after/ready to accept as valid? I'm thinking 2048x2048, 1024x1024, 512x512 and 256x256 are givens here - I'm rather more curious if you'd be okay with non-power-of-two, max resolution texture maps or non-warped arbitrary size textures?
Large power of 2 textures would be best, they can always be sized down. Alternately, a 512x512 would be sufficient in most cases.
6) What types of textures are you most interested in (organic, rock, wood, logos, etc)? The question here is also: what types of textures are the greatest deficit out there?
Basic room building textures. Just look at the most common textures in games (Valve games are a good example e.g. Left 4 Dead 2)
7) How often do you find yourself in need of "texture collections of a single object or theme" (eg the sides of crate or a building, grass, dirt, rubble and such, etc)? How many textures do you think would be sufficient "on a theme"?
10 or 20 per themed pack. Textures for objects would need to be accompanied by the 3D model of the object or it's kinda useless.
Just my 2 cents :)
Craftwork Games
http://www.craftworkgames.com/
http://www.craftworkgames.com/
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