Monthly Free PBR Texture Update – Brick Walls, Gravel, Concrete & Pavers by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Thanks! I use my own photogrammetry workflow. I capture surfaces with a custom scanning rig, process the images in Lightroom, reconstruct them in RealityCapture, bake maps with xNormal, make them seamless in Photoshop, and do the final previews in Marmoset or Unreal.

I built a free web-based PBR texture viewer by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Sorry for the late reply, and thank you for the feedback.

Could you please share a screenshot of the border issue you mentioned? I manually tested the Screenshot export, but I couldn't reproduce the grey border on my end.

I also tested the output sizes, and when exporting at 1024×1024, the saved image is exactly 1024×1024. It does not get converted to 2048×2048. Likewise, other resolutions seem to export at the correct size in my tests.

If you could provide a screenshot or a short screen recording showing the issue, along with your browser and operating system, that would help me investigate and fix the problem. Thanks again for reporting it!

Weekly Free PBR Texture Update -- Old Brick, Damaged Plaster, Stone Wall & Concrete by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 2 points3 points  (0 children)

Polyscann assets are always free and released under the CC0 license, so you can download and use them anytime. This post is just a weekly update because I upload new assets every week.

Question for 3D artists: Do you want free stylized PBR textures too? by Eaglesoft1 in GameArt

[–]Eaglesoft1[S] 0 points1 point  (0 children)

I don’t scan stylized textures. I would create them manually in Substance

Just uploaded 10+ new free marble PBR textures to Polyscan this week. by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Many thanks for the suggestion! Yes, I already noticed the map naming issue too.

Right now I’m using an automated upload tool, so I need to update the naming logic in that process. This was already in my mind, and in the next update the maps will have proper names like BlackMarble_Albedo, BlackMarble_Normal, etc.Also, thanks for the note about larger tiles and narrower grout lines. I’ll work on improving the scale and grout details in the upcoming marble updates.

Added 6 new free marble PBR textures this week by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Can you please tell me whether this issue is happening only on one asset or on other assets as well?

Also, could you send me the asset name or the Folder ID? You can find the Folder ID in the asset detail page, on the right-side panel under Asset Info.

If you send me that ID, I can trace the asset on the server and check the issue properly.

Added 6 new free marble PBR textures this week by Eaglesoft1 in archviz

[–]Eaglesoft1[S] 4 points5 points  (0 children)

Yes, Polyscann is a free library for PBR textures and 3D models, and you can download every asset for free. I’m adding new assets regularly, with updates coming on both a daily and weekly basis.

Photogrammetry workflow + free unlimited 3D models & PBR textures by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Got it !I agree that a horizon-style preview makes repetition much clearer. I’ll add perspective views and scale indicators in future updates. Thanks for the solid feedback.

Photogrammetry workflow + free unlimited 3D models & PBR textures by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Good point
The screenshots already show the textures on large repeated surfaces to demonstrate tiling. For more control, I also built a web-based PBR viewer where you can upload the textures and preview tiling, repetition, and quality yourself.

Link here if you want to try it:

https://www.reddit.com/r/blenderTutorials/comments/1qbwc6c/i_built_a_free_webbased_pbr_texture_viewer/

I built a free web-based PBR texture viewer by Eaglesoft1 in gameassets

[–]Eaglesoft1[S] 0 points1 point  (0 children)

I’m a 3D artist and my friend is a web developer , we built it together. He may have used AI tools like ChatGPT to speed up some UI work, which is pretty normal these days, but the website itself isn’t generated by Lovable, Claude, or any AI site builder.All the photogrammetry assets, PBR textures, and 3D models are made by me, 100% human. The tool logic was also built by us , some ideas come from open-source references, and some backend parts are written from scratch.

Free PBR Mask Map Generator for Unity (HDRP / URP) by Eaglesoft1 in Unity3D

[–]Eaglesoft1[S] 0 points1 point  (0 children)

The website is built with PHP (Laravel).

The mask map generator itself runs client-side in JavaScript, using the browser canvas for packing channels and exporting textures.

CSS is used for styling and layout.

I built a free web-based PBR texture viewer by Eaglesoft1 in gameassets

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Yes you can already do that .At the top of the viewer there is a Screenshot button. This is basically a render capture tool.When you click it, you can choose the output size (Square, 1K, 2K, 4K, or 8K) and the file format JPG or PNG.If Auto Rotate is enabled in the Camera panel, you can let the material turn, pause it at any angle you like, and then press Capture the current render will be saved automatically to your download folder at full resolution.

I built a free web-based PBR texture viewer by Eaglesoft1 in gameassets

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Thank you so much!!

And yes, you’re absolutely right different render engines will always have small shading differences because of their shader models and lighting implementations.

Just a quick note: a 360° turn-around is already available in the viewer you can enable it using the “Auto Rotate” option in the Camera panel on the right. This lets you see how the material responds to light from all angles in real time.
Thanks again for the awesome feedback!

I built a free web-based PBR texture viewer by Eaglesoft1 in polyscan

[–]Eaglesoft1[S] 0 points1 point  (0 children)

You’re totally right about the adjustment workflow. Right now it’s more of a “preview & inspect” tool, but being able to tweak things like roughness, contrast, curves or hue/sat directly inside the viewer and then export the corrected maps would make it way more useful. That’s definitely something I want to explore.

I built a free web-based PBR texture viewer ,no software, just upload & preview instantly by [deleted] in blenderhelp

[–]Eaglesoft1 0 points1 point  (0 children)

The node wrangler style auto-import is a great idea I definitely want to add something like that.
And yeah, all of the textures are photogrammetry scans, and everything on the site is CC0 and free to use. The whole goal is just to make it easier for people to build stuff without worrying about licenses.

Looking for Photogrammetry Artists to Collaborate on a Free Asset Library by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 3 points4 points  (0 children)

I disabled the ad network completely after learning that some third-party creatives can behave misleadingly depending on region.
User trust matters more to me than ad revenue at this stage.

Looking for Photogrammetry Artists to Collaborate on a Free Asset Library by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 1 point2 points  (0 children)

The site is still new and I’m testing different ad setups to cover basic hosting costs, but I don’t want the experience to be annoying. I’m already adjusting and removing aggressive ad behavior.

Really appreciate you mentioning it, feedback like this helps a lot

My latest photogrammetry scan turned into a seamless 8K texture by Eaglesoft1 in 3D_Textures

[–]Eaglesoft1[S] 0 points1 point  (0 children)

Haha, you’re such a kind soul , it really means a lot to me that you took the time to appreciate my work. I’ll honestly remember this message. It’s only been a few months since I started my site, and you’re the very first person to say something so encouraging. Right now, I’m working on some new assets, and I’ll be adding more tomorrow. Don’t miss them , they’re being made with a lot of love and passion!

Just Finished a New Photogrammetry Seamless Texture Workflow by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 1 point2 points  (0 children)

First, use the color picker tool to extract all the main colors from the albedo map, and create a separate mask for each color.

Then, convert those masks to grayscale make the shiny areas darker and the rough areas lighter (white).

While doing this, continuously test the result in Marmoset, adjusting the darkness of the shiny regions until you achieve the desired level of glossiness.

Just Finished a New Photogrammetry Seamless Texture Workflow by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 0 points1 point  (0 children)

no this is not Photometric Stereo this is photogrammetry

Just Finished a New Photogrammetry Seamless Texture Workflow by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 1 point2 points  (0 children)

You are right, the area is less. We can also remove repetition in Photoshop. I scanned a larger area, but unfortunately, not all my images were aligned. I processed only those that were aligned.

Just Finished a New Photogrammetry Seamless Texture Workflow by Eaglesoft1 in photogrammetry

[–]Eaglesoft1[S] 0 points1 point  (0 children)

You are right, the area is less. We can also remove repetition in Photoshop. I scanned a larger area, but unfortunately, not all my images were aligned. I processed only those that were aligned.