I was actually trying to figure out this exact problem last week. This is what I came up with. I haven't had a chance to work on this for a few days since I've been kind of busy at work. A good chunk of this was based on Laurens Corijn's Vertex Blending Snow tutorial. Currently it only uses two textures for each channel,…
I'd be careful with the values on your texture map, although it's hard to gauge since it looks very early in the texture stage. I'm going to take a guess and say that dark a trim is going to be difficult to view as anything other than too dark a muddy black in a game engine. Sure, you'll be able to get it lit enough if you…
Hey guys, I decided to work my way into hand painted textures this year. This is my first attempt. Please let me know what you think. I really appreciate any comments and critique :) Ground texture (512, tileable)
i am pretty new to texturing , so i thought of practicing it over the weekend...so i quicly blocked out a gun n started texturing it....no bump maps no nuthin as yet pls pls crit it .. Render1 Render2 No render Wire
Hi, everybody Could you please take a look at the pictures and tell me if anybody is aware of a valid workflow of making this kind of walls out of two (or 3) pieces where each peace is a separate tile texture (painted wall, bricks and concrete). Did anybody deal with anything similar? I wanna use this design pipline to…
hey guys just wondering if its possible to give a texture some thickness.. as you can see with the op map on this plane it kinda looks paper thin. is there a way to make it look thicker in the texture process ? or should i just model it as a simpler box version of the grate. example below. cheers chaps.
A new tool for creating seamless textures. Slice is a new program that allows you to create seamless textures in real time. The creator, Ognian Ivanov is also allowing you a chance to download this program for free in exchange for filling out a short survey and providing feedback. Read more about it here:…
The other thread about new texture tools vs tradiontal art got me thinking, does anyone know of an example of a truly Hand-painted texture set in a game? Like the UV layout was printed and then watercolored or inked over then scanned back in. I wonder what kind of result that would get.
Hello everyone, I have just finished these rocks with the aid of a Youtube Tutorial. I used ZBrush
for modelling, 3D Studio Max and xNormal for baking and texturing. I wanted to
practice the Lowpoly and Highpoly stuff! It’s also the first time I modelled
and textured something! Any feedback and suggestions for improvement…
Hello everyone. This is my first post so I'd like to post a recent project and get your input! I textured these shoes for a contest on Sketchfab. The model was provided and I did the texture in Substance Painter. Looking for some crituque and some tips with Substance since I'm pretty new to the software. Thank you!