: Actually I reused a ton of elements when making my textures, especially the
: M2/Infinty ones. I developed one or two good basic metal texture layers,
: one or two good stone texture layers, and used them for pretty much every
: wall texture. I'd rotate, invert, or re-tile to make them look more
: unique. I used a lot of Photoshop layer effects to get the
: "geometry" laid in, and would copy pieces or layer styles from
: one document to another for efficiency.
I see your point - it only makes sense that textures representing elements made of the same material would use a common base texture. I think the issue with Forrest's textures is that they're significantly more monotonous and mass-produced - acceptable, but not up to your standards. Conversely, Scott's high-res Rubicon textures are all done by hand, making them a lot more realistic, but impractical to do for free.