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!
I know a few years back there was a multitude of Quick save scripts for textures but it seems that they don't want to work for CC ... or at least after mucking about with QSM, Quick Save Maps and Vtools none of them will work... Is there a new one that does work or a workflow that I'm missing to make saving out Textures…
Hi. I am projecting a texture onto an asset in mudbox and I am getting quality issues. Whenever I project the quality of the texture is extremely poor. However, when I watch someone do it on youtube the quality is perfect. Can anyone shed any light on why this is happening? Thank you Spencer
I'm diggin' the texture. I agree with RazorBladder in it being very Gigeresque, but I'm not entirely a fan of the lighting on the metal near the middle area. They're too soft IMO - aswell as most of the texture has very ''soft' edges. I'm bein' a little subject as I tend to go with hard edges on my textures. As I said in…
why no this ? It's the simplest solution. Adding loops adds polygons :p + your texture is totally stretched. If you really dont want a seam, you could make a unique texture for the whole window or just for the angle and try to make it match the other parts border. Imo it really depends on how close you are/texture…
@iconoplast Was going to show us all how it was done over here: http://polycount.com/discussion/comment/2158961/#Comment_2158961 But then he never did. When it comes to PBR texturing, I see the advantages to working in Substance Painter, but for stylised, painterly texturing there really is no competition, 3dCoat is the…
If you are new to PBR texturing it could be worth reading the Allegorithmic PBR guides. It's a really well put together guide that will go over the theory and practice of the texturing process. I personally use Substance now for my texturing as I find it really powerful and flexible. Just dive into the texturing process…
Padding is the distance between the UV shells, this addresses texture bleed if the texture need to go lower res (like for mip maps). Baked look just means you plan on using some software or tool that will calculate where ambient occlusion shadows are, possibly specularity, things like that. It's like take a render of…
Nice job Tea. Nice read. If this is a graded thing there's a small grammatical error after the 'adjusting texture repetition' image. "To avoid that, you might want keeping the low-frequency details in your textures evenly distributed. Keep in mind that adjusting your textures is not an end all solution to the problem. In…
I sort of made up my own little workflow but I have a feeling its not really the best way to texture eyes. So I'll explain how I do it now, and if anyone can chime in and explain a better way, I would really appreciate it! Usually I make a sphere with 12 Segments. Then I delete the back half and unwrap it. I take that same…