Other texture maps (height, AO, etc) are often packed into the normal map alpha channel. If you don't need to put anything in A, you can change the dropdown to RGB.
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Love it. I see that you use procedural realtime masked textures for tanks. Hatch is baked/Baked masks or baked completely? Because it looks a bit better than rest
Hi guys, in this project of mine I almost gave it up on trying to finish it, there is this error that doesn't let me paint correctly, the texture I imported moves around when I pan or zoom or add elements on top of it, it's simply frustrating. Can anyone spot the error? I am a beginner and the lack of information online…
Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
Hi guys, i want to make a 2k texture with 512x512 decals on it (16 decals total). how can i manage to get just the right decal i want to have when i act with the decal function in the engine itself? i think i need to pan to the right position but how?
3dsmax 2011 includes an advanced viewport canvas painting tool which works pretty much like photoshop, and even in 2010 it includes a much lesser but enough for seam removal version of it. There is also mudbox as mentioned and ofc bodypaint. zbrush... which are the most popular approaches so far. Mari seems to be a very…
I'm looking though the Metal Gear Solid assets to see how things were done back in the day and I can't figure out how the texture shading is done. The texture fades to black along the bottom of the ceiling rock where it meets the wall: But I can't see how this is achieved. It's not a different texture: it doesn't seem to…
Haven't posted an update in a little while, so I'm sharing the low poly of the jacket, UVs, bakes, and textures. Once the mentorship is finished, I'll go back and work on the rest of the outfit. But currently, I'm working on a character portfolio piece. :)