Hi I'm having a problem with a texture for a character/creature I'm working on. Somewhere along the way, I think I've screwed up the padding. I've exported out various parts of my texture from Substance Painter - mostly masks - in order to sort of collapse layers down to reduce the file size as it was getting too big and…
Hello. This is ID from Maya (png)--- http://prntscr.com/ddcpmz This how SP it "convert" to a mesh--- http://prntscr.com/ddcqjt Base colors exported from SP--- http://prntscr.com/ddcs46 After exporting textures this poblem is in all maps (metal, rough etc.). Dilation on 5. 2K textures. What I do wrong?
Hi! I would make sure the normal map is OpenGl and the texture sampler in Blender is set to non-color. If the normal map is DirectX, you could also flip the y-channel in the shader in Blender.
Hi polycount forum, How is it going ? I have a problem that I can't solve. This is an old project. I am trying to do it again. but the texture looks very shiny. I might not be able to place them correctly. Could you write in detail where I should put each one? Thank you. :) Original (the right one) and what I am trying to…
[Premises] I'm planning a small scene for Sketchfab that will include some vegetation, some objects and possibly one or two human characters. For all I can remember Sketchfab has a limitation in terms of UV channels, maximum two, thus the altas method. Possibly one 2k or 4k texture containing all the vegetation and objets,…
My game is going to take place in a mechanized alien world. Nothing about it looks human. Think a more colorful version of the borg cube for style with lots of tubes as accents to the level. I don't want to give too many gameplay details due to being afraid of the idea being stolen, but it will mostly be a round based…
Authoring wise - they're just textures... With unreal they work fine on current gen consoles and were usable on PS4/xbone but you had to be very careful how you schedule updates due to a lack of memory bandwidth. Outside of unreal the tech is called sampler feedback and depends on direct storage (and I think bindless…
Hello, i am currently trying to start brushing my own textures. Modelling is not a big problem but this is a new area for me. So i would like some feedback on my first wood-try texture thingy. Not loopable and not finished, but i want to know if i'm on the right track. My second question if anyone has any general photoshop…
I want to paint some props I have in Mudbox and for some textures, there's too much background noise. For example, the rust in this photo is great, but I don't want the green paint with it. I've tried using blend layers, changing the hue but it just doesn't blend well or it makes the albedo look unrealistic. I've also used…