Hey everyonne ! My last texture based on the last God of War game. Partially based from a concept of Jin Kim his work : https://lnkd.in/gmqu3y4 I need some feedback, if you can help me it could be cool :) Created 100% in substance Designer on 2K texture. This is a non official Work You can check it on artstation :…
Hey peeps,Im still new to all this uv mapping and texture mapping stuff.I like to model and work on enviornment related art.would like to bring my models to life with color..still having trouble understanding it,,can u guys direct me to any uv mapping and texturing posts or links for dummies? I would appreciate ANY…
Hi PC, I've recently started using both Substance Designer and Substance Database for a project that I'm working on. For some reason all of the textures are really low-res (256x256) considering the main bitmap is 2048x2048? Is there something that I need to do within Designer to resize the other images? Or does the texture…
I've been looking at alot of models on here and I must say they are excellent, but whenever I see their uv maps it looks naturally flowing between each area. But whenever I make a Texture I find myself with alot of space or just that it sometimes looks like a collage of textures. So to the flowing together is that a…
about time i posted some more actual work on here. spent most of today zbrushing up some flagstones to make clean and damaged floor textures - gonna add some more colour variation and make some mud and sand textures tomorrow and hopefully create a nice shader in UDK that allows you to paint between them all using vertex…
Hey! Its a good start :D I've not done much hand painted stuff at all so someone else may be better to explain the areas you need to touch upon at the moment i think the textures may be too noisy and possibly lack a bit of depth. Good places to compare your workflow to are the Siege of Orgrimmar art dump…
Hello, I have a question about rendering the data channel to a texture. From my understanding the data channel can output this colors either to vertex colors or to a map channel, but whenever I try to render these, I get either a single channel or the wrong mapping for all the channels. Basically I want to create a…
Well it's all about balance like everything else. Obviously, less is better. Would the texture benefit from the extra pixels and does the piece warrent them? Then again if your want tiling textures, your probably better of with separate textures. Some can then be batched or turned into atlus textures to save on drawcalls.
Hey guys, i have this problem where once i render out a uv map of a 128x128 texture that the uvs seem ever so slightly offset. Is this a normal thing because of the smaller texture and pixel density or is there a better way of rendering out (like settings or something?) heres an image to show what i mean... cheers!
I have a texture I'm trying to make tile first with the texture offset (the old fashioned Photoshop way) and then with the clone tool. But it looks like when I duplicate my material, offset it, and then apply a white mask, the base color behaves as expected but the height, ao and normals pass through? Is there a way to…