snake skin textures. The full test results can be seen
at https://goo.gl/GDEs56.
We’ve also shown our texture generator to a her-
petologist to gather feedback. Although originally in-
tended to use in the game or animation industry, the
herpetologist said the tool is useful to them as well. It
could be used to easily create a visual representation
of a new snake species: according to her, biologists
currently use photos (which aren’t always available
or of good quality) or manually draw using a vec-
tor graphics tool such as CorelDraw. The herpetolo-
gist has also tested our tool, and the System Usability
Scale score was 80.0 (however, keep in mind we had
only one test subject).
6 CONCLUSIONS
From the results we obtained and the positive feed-
back on user tests, we believe our tool proves to be
a quite useful texture synthesizer for snake skin pat-
terns. Even though we based our study only on snakes
found in the Rio Grande do Sul region, we found it
can be used for snakes from other regions as well
without any problem (save the complex patterns we
are unable to reproduce), as well as fictional snakes.
Our tool was made available to download for
free at https://goo.gl/tmGxZB. Within the tool are
the presets (all parameters values) used for all
snakes shown in the results. The Substance De-
signer source file was also made available for free at
https://share.allegorithmic.com/libraries/3214. Feed-
back from other users is positive (4 reviews, all with
5 stars) and it was downloaded 90 times as of October
31, 2017 (33 days after it was uploaded).
It should also be mentioned that generated tex-
tures can easily be adapted for other scaled reptilians
as well, or indeed, any other animal if the normal map
and height map aren’t used (scales shape go into these
textures only). Some preliminary results can be seen
in Figure 30.
Figure 30: Color textures generated using our method for
different animals. From left to right: Cheetah (Acinonyx
jubatus), cow (Bos taurus) and five-lined skink (Plestiodon
fasciatus).
Our tool, however, is unable to reproduce textures
of snakes categorized as having the “Complex” pat-
tern type, which was not implemented as discussed
on section 4.1.5, and snakes that combine multiple
pattern types (such as both longitudinal stripes and
spots). We also do not generate head and tail textures
for two reasons. First, these would be dependent on
how the mesh’s UV coordinates were mapped. Sec-
ond, due to the much higher complexity. Scales on the
head often have a specific amount for each species,
and many different shapes. These improvements are
left for a future work.
Finally, we would like to test our tool with experi-
enced users, that is, professional texture artists.
ACKNOWLEDGEMENTS
We would like to thank Marluci M
¨
uller Rebelato, of
the Biosciences Institute at Universidade Federal do
Rio Grande do Sul, for her advice on snakes biology.
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