Hello everyone, I have a problem with the way my texture displays on a static mesh in UDK 3, July 2013 edition. I imported an .fbx of some castle walls I made in Maya. In both programs they use a texture coordinate of 28.5, so I can fit every surface into the 0-1 space. But in UDK, the texture looks different. Here it is…
I've noticed that most people that create modular pieces end up using a trim texture sheet. Something like this: Or this: I have a few questions about this workflow since i'm learning and trying to create my first modular kit: * A lot of people use NDO for this. How is it possible to make good bevels with it? Just a vector…
Hey hi all, so what I am unable to understand is making texture sheets with different materials like wood, cloth and metal for example on same texture. As per learning material on PBR you are making albedo, rough/gloss and spec in a way that it relates to the surface you want like metal = white wood = black in specular…
What I am trying to do is unwrap this corner piece and use the same texture for the floor that is going straight. It seems like no matter what I do I end up with horrid stretching. Is there any way around this or will I have to create a separate texture for this piece.(Trying to reuse as many textures as possible)
Hi. Hope you guys can help me with this. have spend a couple of days trying to work this out already. btw It's the first time I'm working with games (Have been using Maya for some time). I'm Currently making a racing game for a school project. I have imported my terrain mesh that i have modelled in Maya and found two…
"Good" or "Appropriate" texture resolution is usually more determined by how large/prominent the object will be on screen. You want enough resolution in the texture to keep things from looking blocky or blurry. Setting a standard based on the objects physical size in the game world is often a good way to keep things…
Hello, Decided to try and figure out how to do stylized textures and have quickly come to the realization that i do not completely understand the subtleties involved in this and that I am in need of some assistance in understanding this form of texturing. I have been trying to follow this tutorial I found on the polycount…
Hello! I've recently picked up texturing and concept art after receiving my new tablet. I've always been digging through the 3d modelling part and never had any thoughts on creating any textures by hand. But as i came across the Dota 2 workshop i began to read some guides about shaders and such. Thats when i found the…
So I'm new to texturing, all i know is modeling, and even then I'm not familiar with modeling for games. So here's what I think I know(after as much reading from google as possible). 1.Modeling should be kept in quads or tris. 2.Texture maps should fit everything or as much as possible(in relation to characters) And what…
Hi everyone. The short version of my question is: "How does one go about texturing a high poly mesh properly?". Google only returns results related to backing details on to a low poly, but almost nothing about what I am trying to achieve. I want to obtain a properly textured high poly model instead of a game ready low poly…