Hi everyone, as the title describes I'm inexperienced with hand painted styled textures but it is something that I would like to learn.I make this topic in order to keep myself on track while taking critiques and advice from people who know what is going on with hand painted stuff.I'll try to update as much as…
Hello! I am trying to work on hand-painted texture for a character. I'd like it to be somewhat WoW-like stylized, but partially it looks like childrens' painting :) I am mostly doing modelling and sculpting, but trying to learn how to do "old school" textures. I painted values first and then overpainted colors. The…
Hey all Having a bit of an issue with one of my assets after I build the lighting in unreal. The first screenshot shows the asset in unlit mode and the texture on the wall looks as it should However once I build the lights I get this odd error It actually looks like its partly loading an older version of the texture but, I…
Hi, everyone! How could i fix the issue with export texture. In substance everything looking good, but when i export to marmoset, the normal map and base color of the glass screen looks off. I baked all in one uv map. Please help!
Actually i have concern regarding modular walls in UDK and I'll try to make it as simple as i can: When we make modular walls it results in having few objects that we can merge in scene to quickly make buildings of various shape and size and its really cheap on resources as it only uses one texture sheet of reasonable size…
I agree with building a stash of reference for yourself, I worked on a AAA racing game that has just come out and there is the same reference texture of metal beams used 3 times on 3 diffent textures for 3 different bridges in the same game! CG textures is great for base textures though, I carry round a pocket camera more…
Short introduction... I'm 32, been married 7 years and have 2 lovely kids... I live in the US, Anaheim CA to be exact. My pretty much one and only hobby for the last 2+ years has been NDS homebrew development. I'm a pretty decent C coder at this point, but I'm an absolutely awful 2D artist. I've recently begun a journey…
At work we've run into this all the time... It's not necessarily the total number of textures in the material, that's why the material editor will not error... I think it only looks at the first layer with the highest "preview weight". Note that the texture sampler limit in the mat editor will change from 15 to 12, once…
Naming conventions instead of folders. Ground_Organic_GravelA_dif.tga Ground_ManMade_PavementB_dif.tga Ground_ManMade_Concrete_spec.tga Metal_DiamondPlateC.tga Skin_SnakeF_dif.tga Brick_PaversC_dif.tga When I'm working I'll pull textures from all over, then move them to a textures folder inside the project I'm working on.…
Hello Everyone I am currently working on a flintlock and I was working on it in an exploded mesh to keep all the bits apart from each other and so that I can see the pieces better just by themselves. When I update the mesh to a complete (closed) mesh, the textures look fine BEFORE the program works it's computing magic.…