I have the Texture in 1048 x 1048, tileable bricks, but having loads of single plains to make up a game map, or scale my mesh to suit the single tileable texture, Keep reading that i need to optimize my textures to the objects this is where i'm hitting a wall Sorry if im sounding thick if I was in normal…
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Vanessa Celine Voelk - 3D Artist [ Available for work - Part Time. Remote or On Location ] PORTFOLIO: https://www.artstation.com/psyph I am 3D Environment Artist and Generalist specialising in model and texture creation. My work consists of 3D environment art, props, procedural texture creation and photogrammetry. I am…
Hi. I am new in this forum. i took a lot of time following it but now i've taken start to participate in this. I firt apologize for my poor english,,, i am working in a mini sci-fi set. I am working in 3DS Max, and i would like to know your opinion on this process that i will use to texture most metal plates in the set. I…
that sounds like a cool idea funky bunnies for alpha integration into different textures! For RGB masks, i use the layer group channel masking to make a channel packed mask texture. Is a little different workflow - but maybe something to think about instead of having 3-4 textures with alphas, could have +1 texture that…
Your only real options are chop the door in into the mesh and apply the door texture to that new door geo you dropped in wile using your repeating wall texture around it or create a poly that floats just in front of the wall that you apply your door texture to. Texture wise its worth looking into a wall texture that only…
Hello fellow polycounters! This is my frst real thread. I'm Dev, an aspiring texture artist. I've recently started working on some hand painted textures inspired by those found in World of Warcraft and Torchlight. I'll be posting my progress here and would really appreciate your crits and comments. :) First up, a…
After trying to add an Opacity map to my project, 3DO now doesn't show any textures. I can get the opacity map I made to show up (albeit, it's also not working properly; instead of the areas I masked out appearing, it just makes the mesh the texture it's applied to slightly less opaque), but nothing else. What do I do? I…
Well I just tried creating a lambert material with 4 blend color nodes, 5 tiling terrain textures and one RGBA blend texture. Hoping that I could see this in the viewport and then use the 3D Paint Tool to paint the blend texture. Had to use HQ viewport render to get a decent view of the shader. Although all this worked the…
Ah right cheers. Using unique textures would be fine if I can use enough. Do you have any ideas, even a rough estimate, of how many textures I can use per scene? Assuming a worst case scenario I have 4 characters rigged on screen, I'm just using diffuse textures and all textures are 512*512... Thanks again!