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…
I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…
Here is my first try on creating a model with modular textures. A wooden lodge...about 6600 tris, 2k Maps (rendered in Marmoset Toolbag) Wire: Textures are mainly from CGTextures (edited). Comments or suggestions? (I guess I should chamfer the edges of the chimney...but other than that?)
Hey guys, Every few months I redo our human model at work (we do medical sims), and this time around we got a subscription to 3DSK for some high quality reference photos. They are fairly large, which did make a pretty nice difference when it came to using spotlight in ZBrush, but I noticed that the textures were still…
Greetings! Need a modeler/texture artist(s) to produce/texture several industrial models for a relatively indoors setting(some natural lighting) please pm me or contact me via expendable.savior@gmail.com 1. repainting and scaling this model was previously worked on and a .fbx exists http://puu.sh/jCHBH/046e059dd7.jpg…