Top Community Renders From February 2018
Top Poliigon Community Renders From February 2018
Read MoreTop Poliigon Community Renders From February 2018
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We love seeing what the Poliigon community makes. Which is why every month we do a roundup of the best renders made using our textures.
Here's our favourite renders from January, posted to ArtStation with the words "Textures from Poliigon.com" somewhere in the description.
Created by Roman Kolyada, using the Concrete and Sky HDR textures.
Created by George Turmanidze, using the Marble and Metal textures.
Created by Serge Rodionov, using the Bricks and Fabric textures.
Created by Mateusz Wielgus, using the Metal and Surface Imperfection textures.
Created by .nul ., using the Grunge and Concrete textures.
Small note: If this was a photorealism competition, you would definitely win! Really well done :)
Created by Janus Larsen, using the Manmade and Concrete textures.
Created by Adam Radziszewski, using the Tiles and Grunge textures.
Created by Daniel Diaz Del Castillo, using the Wood and Fabric textures.
Gorgeous interior! I love the choice of using natural materials like wood and marble to make the interior feel inviting. Really great job.
As Render of the Month, Daniel, you've been awarded 12-month plan of Poliigon Freelancer!
We award a year of Poliigon to the best render of every month. Here's how to enter:
Anyone can win, (yes even trial users)!
It's no secret that lighting is important. A simple change to the colour or lighting direction can completely transform a render from looking sad, interesting, creepy or artistic.
But that doesn't change the fact that lighting is really hard to do. When you finish a model you often end up dragging lamps around, not really sure if you're improving it or making it worse. And based on surveys done on BlenderGuru, I'm not alone in this.
A few years ago I decided to find answers in photography. Because unlike us, photographers don't get any bonus points for a "realistic render", they have to rely on important fundamentals like lighting.
I read photography books, attended photography courses, and even paid to visit a photographers studio, all to discover how they approach lighting.
What I discovered was actually a relief! Photographers find lighting equally frustrating. Because there's not one light setup that works everytime.
What works for one subject, often doesn't work for the next
Each new subject requires a period of experimentation, trying out many lighting setups and styles until they find something that works.
But for photographers, the most time consuming part of this process is in setting up and tweaking the physical lights, because even with assistants, it's tedious.
And that got me thinking... as 3D artists we're working digitally. There's no reason we should have to manually move and tweak our lamps by hand like they do. Why not let the software do it for us?
Instead of needing to setup lights yourself, this new collection of HDRs contain all the lights for you. So all you need to is add one to your scene and you've got instant lighting and reflections.
But the real power is when you load in more than one, then cycle through them. This gives you the same experimental workflow that photographers use, minus the tedious manual labor. And you'd be amazed at how often the best style is the one you previously wouldn't have tried.
The light setups aren't random either. Each one is based off lighting from cinematographers, famous photographers and artists.
And since Poliigon is all about realism, each of the lamps in the HDR was based off a real physical light source like a softbox or umbrella. So that if a light appears in a reflection it'll look real.
They're are 4 different lighting categories, with 10 HDRs in each:
We look forward to seeing your awesome studio renders! :)
If you've used HDR lighting before, then these studio hdrs are used in the exact same way. But if you're not sure though, here's some helpful third-party tutorials to show you how this is typically done:
We've been teasing a "new website" for months. And while it took way longer than expected, we're happy to say it's finally here! Visit Poliigon to check it out.
Here's some of the highlights...
The most notable change is a site-wide speed improvement. While the previous site was sluggish, the new Poliigon has a completely rewritten backend optimized for faster loadtimes!
At times you can expect loadtime improvements of up to 92%!
By far the biggest feature request from users of Poliigon is On-Demand credits, and we're pleased to say that it's here!
For casual artists that only need a handful of textures every once in a while, you can now choose from a selection of credits packs.
And best of all, they never expire!
Another heavily requested feature: not losing the credits you don't use.
We're pleased to present credit rollovers for every plan:
To hang on to your unused rollover credits, all you need is an active subscription.
When you're building a 3d scene, you often need to look through hundreds of possible materials. Which is why many users requested a way to save the materials they're interested in, in a cart system.
Now when viewing a texture, you'll see two buttons: Add to Download Cart or Download Immediately.
Clicking the Add-to-Download-Cart button will save your download to your cart (which you can view by clicking the cart icon in the top right corner of your screen). There you can see every texture selected and remove them if needed.
We're hoping this will make your texture browsing experience better :)
Previously on Poliigon if you only wanted to download only three of seven maps, you had to download them separately.
But its much easier now thanks to a system that lets you choose the maps you want, at the resolution you want, downloaded in one zip:
This one is more of a UI improvement, because you could actually re-download your textures for free on the old site, but it wasn't stated anywhere.
So we want to make it crystal clear: when you download it, you own it and can re-download it anytime for free!
There's now a section in the sidebar called "Already Purchased" which takes you to the previously downloaded textures.
Note: In future clicking the sidebar link will display the items in the search results to make it easier.
When we launched Poliigon, we wrongly assumed that credit card support would be enough. But we quickly discovered that Paypal was the only option for many countries and age groups. That and some people just prefer it!
So we're happy to say that we finally support Paypal! :D If you want to change your billing details to Paypal, you can do so in your Billing Info settings.
Browsing the old site was surprisingly frustrating, so we've added a permanent sidebar that shows you where you are in the library:
A future update will add sub-categories, an asset counter, and a library homepage (similar to the old site).
From everyone here at Poliigon, we hope you find the new site easier and faster to use! If you have any questions, feel free to email us at support@poliigon.com.
What's your favorite new feature? Do you have a request that wasn't included here? Let us know in the comments!
Reflection is a crucial part of growth and improvement. Because without it, you can carry on making the same mistakes, or missing the triumphs that helped you the most.
So I'm doing a public recap of Poliigon's first full year in business: 2017! There were some things that went well, and others that did not. So let's take a look...
This was a pleasant surprise!
At the start of the year we had just 800 users, and our ambitious goal for 2017 was to reach 2,500 users. But with 2017 now over, we have nearly 1,000 more users than anticipated: 3,415!
These numbers matter, because it means we can afford to hire more artists and photographers to increase the amount of assets in 2018! Woo!
A sneak peak of the new site layout. Looks similar to the current, but has a lot more functionality.
We realized at the start of the year, that these 4 features were heavily requested by users:
On-demand credits
Credit Rollover
Paypal support
Bulk downloading
And while these might sound easy to build, we discovered that the site wasn't built properly from the start to support them. So we needed to do a complete rewrite of the backend to support it.
We originally estimated this would take only a few months to complete. But we vastily underestimated it's complexity. Our web developers ran into more and more problems as they went, and as of the time of writing this, it's still not live - thanks to one last problem: Braintree not yet setup correctly.
Another contributor for the delay was that the scope gradually increased as it went. Because as it was being built we thought of extra functionality we needed, which prolonged the release date and sometimes required a re-do of existing work.
We don't expect to undertake web development of this size again, but if we do require any more big site developments updates, we want to release it in smaller increments on a more frequent basis.
Every month we feature the best community artworks. And one thing we've noticed steadily increasing is the quality of community artworks!
Here are some of our favourite renders from the Poliigon community in 2017:
Seeing these artworks is a serious motivational boost for our team. So thank you to everyone who posted their artwork on Artstation! We hope we can see more of your wonderful renders in 2018 :)
We spent most of the year trying to improve the library, that we didn't stop to consider how many users don't know how to use them!
This was a lesson we learned late: while some artists already know how to use GLOSS or DISP maps in their software, many don't! While we have documentation pages for each software, after a close inspection we realised it should be a lot easier to follow.
Since the mission of Poliigon is to help you make better artwork, in 2018 we're working to improve the how-to videos and documentation, so that anyone from any software, can create great results in minutes.
Instead of releasing random assets silently in the background, in 2017 we decided to try "monthly releases" which are a group of assets related to a single theme.
And they were a big hit! We successfully pushed out 12 releases for each month of 2017:
And for most releases we included a youtube video, and some of them went viral!
The Street Release video got 188,000 views:
But the most popular of all was the metal release video, which got 695,000 views!
We initially thought that artists would come to Poliigon when they already had a scene in mind. Like 'I'm making a city scene, so I'll come to Poliigon for roads'.
And while that's common, we've also discovered that oftentimes you need a boost of inspiration to show what is possible.
So something you'll see more in 2018 are Scene Breakdown videos. We don't have any to show you yet, but we hope to show the first in January. Stay tuned!
Now that you know the highs and lows of last year, I want to show you something we've been working on in the background for many months: models.
Here's a sneak peek at the first release: interior models.
A soft ETA for the model platform is Q2 of 2018.
There's a few more surprises we hope to deliver this year, but for now that's all. Thanks for a great 2017 Poliigon users!
What can we improve on in 2018? Let us know in the comments!
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Since announcing the competition a month ago, 24 artists entered into this holiday themed competition. Here's who won!
Cute model! Love the turntable you included too. A very traditional old timey take on Christmas! For your hard efforts you've been awarded 6-months of Poliigon Lite!
Gorgeous! The amount of work that went into this scene is evident in your included progression gif. I also like that you went beyond the usual Christmas themes of lights and snow (not that there's anything wrong with that!) and tried to make something new.
For your hard work you've been awarded 6-months of Poliigon Gold!
Congratulations Tomas! Everything from the aesthetics, story and technical skills are spot on. All throughout the scene you can spot signs of attention to detail: from the frills on the girl's dress, to the accurate folds on the paper. A well earned first place!
For your hard effort you've been awarded the Grand Prize of 12-months of Poliigon Gold.
Thank you to everyone who entered into any of the competitions this year! Seeing the community renders has actually been a big source of inspiration for our asset team, as it's encouraging to see artists using them. So thank you!
Look forward to seeing what you make in 2018! :)
It was the 2009 short, The Third and the Seventh that made me sit up and pay attention to photorealism. While I'd always known it was a "thing", I never knew it could be used so artistically.
So in an attempt to learn Alex Roman's wizardry, I purchased his book From Bits to Lens, which had a tip that I've never forgotten: "90% of the work of photorealism is the materials and lighting." (paraphrasing).
This put it into terms I could understand. If you forget all the rest of the complexity of 3D, and just focus on the materials and lighting, you're almost there.
While materials are hard to get right, lighting is easy in comparison. You just need to use HDRs.
HDRs are a godsend for rendering as they're a full 360 degree capture of real lighting and reflections, instantly transported to your scene.
Very little setup and perfect results. What's not to love?
While Poliigon has had HDRs for a while, we've just expanded it to include 32 skies and 18 environments (50 new in total).
Forget ever needing to download a cloud image for a backdrop, fiddle with sky settings or and sun lamps. Just drop one of these HDRs into your scene and you've got accurate lighting and reflections in an instant.
Not only that, but when you've got a library of HDRs they become a fast way to test out different lighting setups.
Here's an example of how 9 different HDRs affect the mood and lighting of your scene:
Environment HDRs are a new sub-category for Poliigon.
While Sky HDRs are useful for scene rendering, Environment HDRs are great for standalone model renders. It gives you photorealistic lighting, backgrounds and reflections with almost zero effort.
Environment HDRs are also great for testing out materials. Because part of creating good materials is accurate lighting and reflections, which usually requires you to put it in a scene. But with an environment HDR, you just load it in and it's done.
No added rendertime, but perfect lighting and reflections:
Hope you use them to create some rad renders!
Merry Christmas from the team at Poliigon! Can't wait to show what's in store for the new year ;)
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Another month down, another month to look back on the community artworks of the past month!
Here's the monthly roundup of our favourite artworks posted to ArtStation, citing Poliigon for it's textures:
Created by Łukasz Gąska, using Fabric and Grunge textures.
Created by Daniel Diaz Del Castillo, using Tile and Concrete textures.
Created by Martin Edlund, using Wood and Fabric textures.
Created by Mateusz Feliks, using the Wood and Metal textures.
Created by Helmy Ardiansyah, using the Bricks and Tiles texture.
Created by Armando Tello, using the Wood and Grunge textures.
Not only an original concept for a render, but also colorful and eye grabbing. Love that attention to detail too! You can even see paint brush strokes on the egg :)
For being the Render of the Month, Armando has been awarded 12-months of Poliigon Gold!
We pick a new winner at the end of every month. Here's how to win:
The best image of the month will win a year of Poliigon Gold subscription!
Anyone can win, (yes even trial users)!
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It’s the end of the year and the holidays are almost here. Which means (besides hanging out and eating way too much with friends and family) we're having a Christmas Themed Contest!
Created by Daniel Garza
Create any render related to the theme of Christmas. That could be a stuffed stocking, a snowy cabin covered in lights, Santa Claus flying through the night sky, whatever it means to you show us!
Entries will be judged by me on the following criteria:
To increase your chances of winning, aim for all three!
Created by Guilherme Henrique
Created by Daniel Vesterbæk Jensen
Just post your finished artwork to ArtStation with the tag #PoliigonChristmas2017, before 20th December 2017 11:59pm GMT.
May the best artist win :)
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Making 3D environments is fun. But there's one part that isn't fun: hunting for the right material!
So we've updated our library with some new materials to make rendering environments easier.
First up, let's talk about something that's been missing from every material library...
Don't tell me you've never wanted to make a scene like this:
As cliche as that scene looks, unless you're good at Substance, matte painting or helicoptering over volcanoes, you previously couldn't make it! Coz up until now, there weren't any realistic lava materials online (that we know of).
So we created a collection of lava materials that were desperately needed in the 3D industry:
Yes, it's coarse and it does get everywhere, but it's a staple for environment building! Whether it's a beach, an island, or a desert - you need high quality, tileable sand. And while we already have a sand collection, we've added some sand types that were previously missing from our library.
We've captured sand types that are necessary for 3D environments, but difficult to find online, like desert rippled sand (an internet first afaik!), plain clean sand, footprints, basic beach ruffage and shoreline sand.
Get yer sand on!
^created with the new Sand Ripple texture.
This is one I'm super excited about!
When you're making a wide-open scene with grass that stretches for kilometres, a 1x1 meter grass texture just doesn't cut it (pun intended). Because when you tile something 2000 times, even the worlds best seamless textures will look horribly tiled.
So we created something that we've wanted for years, but we couldn't find anywhere... LARGE-SCALE GRASS CAPTURES
We've provided them in three common grass types, green, patchy and brown, so that you can easily painted over each other (like the image above) to make some gorgeous landscapes.
Minor note: but we've also added a new astroturf grass type for those needing that authentic "I-don't-like-mowing-my-lawn" homeowner look ;)
While we had a snow section already, we wanted that sweet, sweet height detail that comes with photoscanning.
So we're pleased to announce 12 new photoscanned snow materials:
And on more minor note, we've had dozens of requests for trunk and wood ends, so we've updated the library with those too.
Hope you enjoy the new library additions!
What texture set would you like to see added to Poliigon in the future? Let us know in the comments below!
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Our first ever themed competition was aptly set to Halloween, and what a treat it was!
First up let's look at the honorable mentions, then the winners...
by John Mattson using Blender
Seriously creepy! I had to read the comments to discover the girl was a photo, but it was blended perfectly with the CG background. Great work!
by William Paré-Jobin using Zbrush
Look at that detail! There's no story to this render, but as a standalone character render it's great. Really fantastic sculpting work!
By Chelsea Vera using 3dsmax and Vray
Now that's a complex scene! I love how much effort you put into texturing everything and building out the scene. The composition is a little conflicted, but other than it's fantastic. Well done Chelsea!
By Eric Tualle using 3dsmax and Octane
Whoa! Getting some serious Stranger Things vibes from this, and that's a good thing! Detail wise it's simple, but the composition and lighting makes it super effective. Really well done Eric!
By Rachel Frick using Blender
At first glance this render looks quite simple, but at full-size you can appreciate the details in both the foreground and that "surprising" background! Really great scene and well deserving of 2nd place!
by Ramon Scortanu using Blender
What a stunning environment! It's easily readable, detailed and well textured. I love that you combined two IPs to create something new as well (The Shining with HP Lovecraft). This is well deserving of first prize. Well done!
To everyone else that entered, thank you for your hard work! It was a pleasure - and a little unsettling - to see all of your images. Hope to see you in future competitions!
Poliigon's Top Community Renders From September 2017.
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For the month of October, we're having our first ever spooky themed competition!
by Nicolas Pichon
Create any image related to the theme of Halloween.
Maybe it's a dark forest where a terrifying creature prepares to hunt you down. Or an abandoned cemetery home to a ghost. Or a creepy laboratory that hosted an experiment gone wrong! Whatever "halloween" means to you, do it!
Entries will be judged by me on the following criteria:
To increase your chances of winning, aim for all three!
by Dmitry Kremiansky
Post your finished artwork to ArtStation with the tag #PoliigonHalloween, before 27th October 2017 11:59pm GMT.
May the best artist win!
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Whether you realize it or not, your architectural renders are telling a story. A story about the people who live in the building, what they use it for and the history of the space.
Experienced architects know that an effective way to tell their story is through the choice of materials. As a concrete facade sends a totally different message than wood or steel.
This is why we've worked diligently to create a new set of 67 industrial material. Brick, metal panels, steel, quartz, concrete, rust and more.
We look forward to seeing what you make with them!
Be sure to tag #Poliigon when you post it to ArtStation so we can find it! :)
Poliigon's Top Community Renders From August 2017
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Ask anyone who makes interior renders and they'll tell you how vital patterns are. They can mean the difference between a bland, boring interior and something with visual interest.
I remember making my first interior architectural render, and wanting to create a striped pattern cushion.
But when I searched for patterns on my favourite texture sites I was surprised to find that there were none! I then realized that while many pattern libraries existed for website designers, there were none for 3D interiors.
So even before we Poliigon had a name, I knew that we had to offer patterns.
While Poliigon has had patterns since launch, we've recently released a collection of 44 new design patterns based on the most common designs available today:
Our team looks forward to seeing what you make with them!
Be sure to tag Poliigon when you post it to ArtStation so we can find it! :)
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Another month past means another moment to look back on last months community artwork!
As usual though, here's our monthly roundup of artworks on ArtStation using Poliigon textures:
Created by Michael Tzanakakis, using the Tile and Concrete textures.
Created by George Turmanidze using the Wood and Designs texture.
Created by Joan Savalli, using the Wood and Surface Imperfections.
Created by Joan Savalli, using the Concrete and Grunge textures.
Created by Thomas Berard, using the Ground and Nature textures.
Created by Krystian Bakowski, using Concrete and Designs texture.
Wow what gorgeous lighting! It's simplicity is always what makes it so appealing. Well done Krystian! For being the best image of the month, you've been awarded one year of Gold membership!
Our favourite renders will be posted here at the end of the month, and the overall best image will receive a yearly Gold Subscription to Poliigon! Anyone can win, (yes even trial users!)
May the best artist win :)
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A few years ago I was putting the finishing touches on a bridge scene. The only thing missing was the road texture. It was then that I realized how badly the 3D community needed a proper one.
Most road textures are simply far too clean and perfect. Like this one:
Yet real roads look like this:
So it's no wonder your CG roads look fake! They're missing all those glorious cracks, asphalt patches, holes, leaves and rubbish - stuff that makes it look real!
So this month at Poliigon we made Streets our focus... with the aim to solve the problem of CG roads once and for all!
Normally textures are photographed, but in the case of roads, not only were the surfaces too large to capture, but there's also a lot of detail that you miss when you restrict yourself to a camera (like roughness).
So instead we created each element digitally, using Substance Designer. Which while it took us a LOT longer, it also gave us a lot more control over the final result, and the amount of detail.
All roads start out clean, but gather imperfections like cracks and patches the more they age.
So we created a perfectly clean road material, then a medium aged and heavily aged version, with 3 variations for each:
Then, to give you the freedom to use them across more scenes, we created a 4-lane, 2-lane and no-lane versions:
All available in super high-resolution, with all the necessary normal, displacement and roughness maps included!
If you're trying to build a city, carpark or back alley, you often need a custom road. So we've included each individual element, already alpha masked and ready to craft into something new:
Which means you can craft your perfect road texture by combining the elements in Photoshop...
Or even directly inside your 3D software...
Did you think we'd just hand you some road textures without thinking about sidewalks? Of course not!
Since no road is complete without a sidewalk, we also photoscanned 16 common sidewalks...
And digitally created 6 different tactile pavements:
We probably went overboard with this release, since all tallied up we realized we clocked over 450 man hours creating it :O. But either way, we hope the community finds it useful! :)
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We've passed the half way point of the year (yes really!), so it's time to look back on what the Poliigon community created in June, and declare our winner!
As usual though, here's our monthly roundup of the best renders from the Poliigon community:
Wow. The combination of green fluorescent lights and fog is just killer! Great mood! By Bahadir Özbek
Old skool cool. Love the amount of detail in this one by Armando Tello.
Although Poliigon had only a tiny role in this gorgeous piece it deserves a place here. More lovely work by Yuditya Afandi
Nice visualization of a wooden sauna! By Tobias Schmid.
Simple but striking. Love that vibrant sunlight! by Časlav Livada.
Beautiful combination of nature and wood materials by Asbjørn Pedersen!
Created by Adam Radziszewski using Blender and Corona.
Such a beautiful home! Nice use of surface imperfections to make the house look worn, and the wooden deck as well.
For his effort, Adam has been awarded a yearly Gold subscription to Poliigon!
Our favourite renders will be posted here at the end of the month, and the overall best image will receive a yearly Gold Subscription to Poliigon! Anyone can win, (yes even trial users!)
May the best artist win :)
PS. Thanks to everyone who posted images in June! Some really nice images in there :D
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Ground materials are super important to environments.
When it's good, it improves the environment, and when it's poor it drags it down with it.
Which would you prefer?
The key ingredient to a good ground material? The displacement.
In the real world, grounds are incredibly uneven, with huge differences in the height.
But when ground textures are photographed all this data is lost! Third-party software like Crazybump provides a way to "fake" it, but this is extremely inaccurate and full of mistakes.
Thankfully a better solution appeared: photoscanning.
Instead of relying on a single photo texture, Photoscanning uses hundreds of photos of the subject taken at multiple angles. Then photoscanning software calculates the shift in perspective to generate an exact replica of the mesh - accurate right down to the millimeter.
But! There's the huge downside that no one likes to talk about is the amount of time photoscanning requires.
A proper photoscanned material can take an expert 4-7 hours to make, start to finish. Including taking hundreds of photos of the source (1 hour), calculating the mesh with photoscanning software (2-3 hours), then making them seamless (another 2-3 hours).
And honestly, this is wasted time! There's already too much you need to learn as a 3D artist. You should be able to focus on what you do best: making art. Leave the technical field of photogrammetry to others.
While there are lots of scan libraries appearing online nowadays, they often suffer from the same problem: tiny capture sizes.
Along with this we also found lots of artifacts and errors in the tiling process (especially in the normal maps).
So set out to create a better scan library, that addressed the problems we found in other libraries.
We captured large scans, then used hand painting techniques to create perfect tiling without seams or artifacts.
We've just updated the library with 30 new grounds, bringing the total photoscanned collection to 61 - with plenty more on the way!
Got any specific requests for future photoscanned materials? Let us know in the comments!