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!
Hey there, Just a quick post to sort out a wee problem. See I have modeled a head in Maya and I am trying to texture it in the SSS. I have my head texture and edited it so it works in all the layers but When I apply the texture...it tiles??? like all over the head.. which I find odd... can someone shed some light on this…
Hello Polycount forums! Hi, my name is Audley and I am a texture artist. Kinda. Not an expert by any means but I think I am good enough now to actually call myself a texture artist. I really would like to show you guys some of my work but nearly my entire portfolio got deleted when I took a break from graphic design to…
Having the head separate is certainly not out of the ordinary, generally though I like to keep everything on one texture, a few reasons why: Pros for 1 texture A. Simplicity sake B. Less materials, less draw calls etc C. Easier to get a seamless model when you don't have a texture split with multiple maps, more important…
Hi, I would have a problem when I go to extract the texture a 3D model .fbx format. When I extract the texture is as if the vertex color ignores him and I always had a completely white texture. In your opinion what could be the problem? Thanks so much
Question : How do I keep my texture visable while deforming the high resolution mesh? I have a black and white line drawing with designs of a sword applied as a texture to my low resolution model in 3ds Max. I import the OBJ of the sword mesh and apply the texture to it. Then I select Tool -> Geometry -> and then select…
Does someone know about an efficient texture browser & management software? For years, I've maintained my local textures' database folder using file-tree categorization, greatly inspired by our beloved cgtextures.com, and browsing inside this database using XNViewMP. But file-tree classification had limitations, such as…
Hello everybody, I'm the same guy modeling the Halo Environment, http://www.polycount.com/forum/showthread.php?t=108565 I will be posting some progress from the Texture that I will paint for my Helicopter, I will be working in that project besides the Halo Environment because I have to finish some texture and set up the…
Process is mostly the same, depending on the asset. PBR: realistic If you don't have a library already, defining your surfaces breakouts and definition is the most important step to do early. I like to add solid colors to sections around the mesh (usually from an object-color bake, and make masks in PS for groups) to…
* Hey, what would be the approach in using beveled assets with tiling textures? * How can you get those assets to look more realistic since they use more "flat" textures without any specific area dirt, etc. I know decals and vertex painting are a thing, but aren't they expensive for performance? * If I have tiling…