Thank you for the question! I made this model myself, but I want to know how to make it look more accurate to the references shown above texture and normal map wise, and what I should do to make it that way. I can’t wait to hear back from you - Cyber Edit: I am not home right now, so I will send the screenshot without the…
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
We are pleased to present the Preview version of a major update to 3DCoat, which fundamentally changes the approach to creating materials and textures. https://3dcoat.com/forum/index.php?/topic/34175-3dcoat-2026-gpuppp-development https://youtu.be/nYxZIJ9UKyI https://youtu.be/0HVhnFv_Nm4
I'm trying to find a good production solution to paint unique diff/norm/spec details/stamps onto an existing environment textured with tiled materials. Very much like Rage, by id, I'm looking to create a uniquely textured environment using Virtual Texturing. I've tried 3D Coat, which I own, but it has some limitations and…
Hey all, I'm just trying to put together a decent texture for an environment I'm working on. I've basically created a number of diffuse textures which I'm happy with, the spec is ok I think but it still doesn't look as good as I'd like. This may be down to the normals but I'm open to suggestion. I've just CrazyBumped the…
Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
I am currently texturing a character and weapon to look like
Blizzard’s overwatch. I have never done hand painted textures before and am struggling
a bit. I am wondering if it reads as overwatch or if there is anything I can do
to push the textures? I include my WIPs and a reference sheet along with the
concept art I am…
thanks guys . Well. I discovered them only in latest release of Substance Designer . Got the general idea . Just wonder if those sdfs are used in gamedev and how? As ray marching volumes ? Isn't it rather 3d textures and noise ? Should I learn sdf modelling or its like Metaballs in Blender ? Something that sits there since…
Hey guys! I've gotten some really great feedback from you guys and I've done my best to incorporate those suggestions into my textures. I would love to hear your feedback on these updated textures. My goal is a more realistic version of Corvo Attano's folding sword from Dishonored 2.
Also made a new tiling texture. I needed one that I can scale the uvs of my mesh's so i can start making trees and a faster rate. Here is the progress on that: