QUOTE(PF_Mark @ Sep 11 2006, 03:17 AM)

Ok who is going to organize this how are we going to do this ? maybe post what you have and what you are going for and were you are uploading it to SVN. then I volunteer to help download you tell me what to download and were to put it. OK?
The "Legal.txt" file that is included in each package explicitly states that : "
You are not allowed to redistribute it nor include it on any other collection, website, magazine, or any means of digital or physical distribution without the prior written consent of its owner."
So I don't think we want to see those files on SVN. Each user should download whatever is usefull for his/her current texturing task, modify the texture accordingly and store only the modified texture along with the textured models.
About texturing using those textures.
I've downloaded several textures, also in the "Natural elements" categories, mostly tree barks. But I also downloaded a few, here and there in other categories plus, I downloaded the catalogs. My observations are (aside that the site seem to like to abort the downloads regularly but keep the download counter rolling) that those textures could not be used as-is anyway except in very particular situations. They require heavy processing before being suitable for 3D texturing. Here is why:
- High definition but close-ups. The maps are high definition and the colors are good. But for all repeating patterns the photo distance is too close resulting in highly detailed almost macro textures. Tiling them will produce visual repetitive patterns. Also, they are not directly tileable (not the ones I downloaded). Getting usable textures will require that the texture be, at least, processed to make it tileable. Ideally, the texture should also be expanded so that the texture covers a larger area without repetition. There is at least one GIMP plugins that can do texture synthesis from a texture example: Resynthesizer.
- Directional lighting. All the maps I downloaded had directional lighting and shadows. Some of the texture are really badly lit in this regard. This is exactly what gives then that nice texture look (notice that all rendered example were rendered with Ambiance Occlusion, that is without directional light, so that the CG lights would not be in conflict with the photographed light direction). However, in order to be used for general 3D texturing, the directional light hints and shadows would need to be removed. This can only be done by hand. Some of the less bumpy textures in the Natural Elements set could probably be used as-is though.
- Simplistic bump maps. Bump maps are basic at best. The ones I examined are simply an invert of one of the RGB channels. This gives me the impression that the bump maps were done only as an afterthought. In order to be usefull for 3D texturing, the bump maps would need to be completely redone, meaning painted.
Be prepared to do a lot of work on them.