concept: http://rixx.deviantart.com/art/mutant-2-64637773 turn: http://rapidshare.com/files/58859093/turn.mov.html hi, i'm working on the texture for this guy and i'm still learning how to texture well. i need some advice on improving the textures. thanks.
I was trying to follow this tutorial: http://www.veoh.com/watch/v6813416qJwTtStn?h1=Zbrush(Material+to+Texture) I couldn't follow it exactly because I have a newer version of Zbrush. Can anyone explain how to put material texture to texture map?
Hi, we're a team of 9 people seeking a texture artist for our team. We need someone who can texture 3d meshes, create uv maps and make textures for our game. If this interests anyone email me. erikaspen@hotmail.com
I am working on a modular FPS environment for UE5 I have this couch a medium sized prop. The player can get up close to the prop. How would be the best way to UV and texture this asset? Would you try and fit everything into a single texture or split it into 2 materials with the cushions being 1 texture/material and the…
I'm adventuring myself in the field of texturing. I already have some experience texturing rocks and metals from a few tutorials over the net. Now that my basic AK47 is good to go, and i have finished the hand mesh, i would like to know how i can texture the hands. Maybe you guys can share some techniques, or even a…
Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
Hi! I need some help on pushing my handpainted texture to the next level. Hopefully someone out there can give me some advice on this. Brick Texture Wood Texture
@Obscura thanks for the reply. some other questions regarding texturing: - for large prop pieces, lets say 10 meters tall, I do notice a lot of these are textured independently rather than just using a tiling texture. Is this the case? I only notice this because I see the edges have edge wear. Or are people just vertex…
You could probably still buy a slightly older version of photoshop somewhere if you don't currently want CC, been running 5.1 for a few years now and I don't really miss out on anything (other than having a dark skin version of the GUI) Basically everyone should know their way around photoshop when working in a creative…
I haven't herd of using the curvature map (same as the cavity map in xNormal i assume) for use in the diffuse map. What exactly does that help do? For me, I use Photoshop CS4's 3d feature to do most of my texturing. I bake out all my maps and save out a low poly .obj file and create a 3d document with no Photoshop lighting…