In BF we use tons of textures on objects which are 256x2048, or 512x2048, but they are basically just a collection of smaller square textures. We do it to save draw calls. Each polygon mapped with an individual texture or shader costs you a draw call. Video card can only do so many. So a building with one of our texture…
Your spec map and gloss map need to be pushed alot, its looking very flat atm. I would say since this is your 1st time texturing try to stay away from Ddo it wont teach you much in the long run. Get together some textures and decals that you want to include on the model. To get a better idea of what you need you should ask…
http://youtu.be/IziIY674NAw Hey everyone! Just pumped this out last night, a little something for any environment or prop junkies out there to enjoy over the weekend ;) Using trim textures to quickly create efficient modular kits is absolutely the backbone of most environment work, and even a lot of prop/asset creation,…
CCP North America is looking for an extremely talented senior artist to establish the standards and drive the quality of the textures and materials for the groundbreaking World of Darkness. The ultimate candidate is an artistic and technically competent person with a passion and clear expertise in material creation and…
I have never used an 8K map in any of the projects I've worked on, 16K is unheard of (Unity does not support a 16K texture) 4K can be used in moderation but as a 3D artist you have to mindful of the performance impact your assets will have on the application. Typical way to approach a building is to assign separate…
EDIT: sorry, just read a post by Joe below explaining the process. It's 6am and I''ve been up all night texturing the asset mentioned below. My brain is shutting down..... :) I've been baking in S Painter for over 2 years now, but have been doing some tests in TB to see if there's any benefit over Painter. Apart from Skew…
Hey guys. any chance that someone could explain to me how you texture assets for UE4? Please tell me if my workflow is correct or if I'm messing something up, I constantly have the feeling that I'm doing something wrong. I'm currently trying to build something similar to this building and port it to unreal engine: I want…
Hey everyone. So at the VFX studio I work at we are doing a "post mortem" after completing a 2 year project, during that time my work was mostly texture work. Now looking back one of the biggest time thief was exporting textures from Substance Painter locally on the machine and then moving them to the server, over 2 years…
Rocket City Studios, Inc. is currently seeking a talented texture artist to develop stylized hand painted (i.e. non-realistic) textures for characters and environments for our online game. The ideal candidate will be able to demonstrate their experience in texturing real-time 3D models using Photoshop for painting and Maya…
We need a 2d artist to paint texture maps for 3 weapons. The meshes already have textures and uv maps ready, we just need hi-res and better version of current diffuse textures. Please email contact at pulsetense dot com