- updated i think this one is it, haven't used it in a while. Here is my little quick hand paint help for what it is worth. Some might not think it is possible to achieve texturing with zbrush but i managed to pull it off quite a few times and with lazy brush being so awesome it works out the best for me, the only thing…
Sexy lookin' textures! Thank you! I wonder why anybody haven't put up a nice clean texture site strictly for game textures. Concentrating in tileable textures, alpha masked textures, hand painted textures, decals, skyboxes, zbrush/photoshop brushes etc. At least i don't know any.
Hello. So I've been texturing my assets recently with unique UV's, however I've been reading around and a lot of people are talking about how using tiling textures for some props would work better for them. I have concerns though, and I hope I can get them addressed so I have a better understanding for it. The prop I've…
Hell all, my first post on Polycount. I am someone who took a psuedo-break from 3D ( as in still doing it, but not as much ) and now plan to get serious once again and hopefully land a job. One thing I need to take a look at is my texturing ability. The following 3 images are simple textures I created rendered on a flat…
Issue: UV flatten mapping stretches the applied texture in some cases. Tried fatten mapping with two max projects, in one max project UV flatten mapping doesn't stretches the applied texture (Max Project 1). In another project flatten mapping stretching the applied texture (Max Project 2) Max Project 1: Flatten mapping…
Issue: UV flatten mapping stretches the applied texture in some cases. Tried fatten mapping with two max projects, in one max project UV flatten mapping doesn't stretches the applied texture (Max Project 1). In another project flatten mapping stretching the applied texture (Max Project 2) Max Project 1: Flatten mapping…
Generally, yes. Though if you plan really well, and can pack everything into one texture, that's generally better. If the glasses have transparency though, better to make it a smaller unique texture. Having an alpha channel can be expensive with some texture compression methods. Double the texture size vs. a RGB alone…
Hey dbz123, nice start with the modelling its looking good so far. One question, have you included a lot of these edge loops because you might sculpt them later? If not it seems there are a lot of wasted polys, you could probably drop the count by 50% at least for a low poly mesh. I agree with Iniside, if this is for your…
I am having a difficult time trying to texture my scene. As you can see, my textures look too clean and need help. Here is what I have set up so far, the walls are set up to be modular and they have one uv texture. The floor and ceiling have a tillable texture applied. Even tho I am not a noob, when it comes to texturing…
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?