I think he's talking about doing the textures from scratch as seperate models. E.g, modeling a brick wall, rock or ground and texturing that highpoly, maybe procedurally, before baking it as opposed to photosourcing a complete texture without that step.
Hello, This is obviously not another landscape, so I've been wondering whats the "standard" way of texturing this kind of asset. A] Tileables - Didn't work well with wood log cap. B] Unique texture set - Even at 4K it didn't work well with straps and other fine details.
Hello, Im a beginner in 3D world and I have a problem with xNormal and Maya. Please see attached images. I baked textures in xNormal, but when I load'em in Maya - textures are messed up. And normal map has white dots. What can I do?
i have known this problem for a long time. if you import a 1 bit alpha texture into unreal3 it doesn't cause this problem for some reason and i figure its saved it as a 1 bit dds inside the unreal packages so there can be engine side solutions to the problem ! the problem indeed is that it will turn all the alpha areas…
I wonder what's the best solution currently? I mean something like this: https://youtu.be/rgSq0jq5DzY Form what I see in this video it's a perfect workflow. But I'v never tried it in MAri myself. Is there other perfect solution? Sadly I can't find any decent replacement with Adobe or other tools. I use Substance Designer…
Title says it all. I re-imported a new version of the mesh (same vertices and UVs but simply re positioned) and it stops displaying any textures in 3Do. I tried to refresh, to save project and reload. Nothing. Reboot Photoshop. Nothing. Reimport the original Mesh. Textures return. Nothing wrong with the mesh. I can create…
Hi there. I've been trying to get this to work for a while now and so now I'm looking for help. My material uses 512 x 2048 textures to make rusted pipes with a lot of variation. With my current material setup, the Absolute World Position makes the textures seamlessly tile in the y and z vectors, but not the x vector. As…
I'm working on a character model at the moment and I'm trying to make 2D eyes - I did this on a previous model, but the method used wasn't the cleanest and in the end it made posing the eyes a bit of a nightmare: What I'd like to achieve is something similar to the Hat Kid model from A Hat In Time - have the eyes slightly…
Does anyone know how the fark to turn off the anti-aliasing on my textures in Maya? So I can get nice pixel art textures..... :( [Edited by MoP to move to a place where answers are more likely...]
If it is something huge like a space ship then the strategy of choice currently is to make aggressive use of tiling textures and decals. Modeling in larger bevels as needed. You should check out this thread. This obviously requires a lot of design considerations. If the object is merely "large" then you could just use…