Ok, Here is my situation. I have to model a building with only one 1024x1024 diffuse texture. I understand polygon modeling/uving. In the past I have textured buildings, but I have used multiple texture files. I'm trying to figure out what the best way to do this is, but have yet to figure it out. I was looking into…
I’ve been working in architectural visualization and CG for a long time, and like everyone here, I’m watching how fast things are shifting with AI getting baked into more tools and workflows. This isn’t another “AI is good” or “AI is bad” post. That conversation is already everywhere and usually goes nowhere. What I’ve…
Hi One thing I'd love to learn is how exactly to make a Fuzz map for clothing. I did a Google search, but nothing useful has come up. It looks to be something useful to include to help make my clothing look more like clothing. To include some, well, fuzz lol. What is the best workflow for this? Is it just a case of adding…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
Hey Everyone! Long time lurker, occasional poster here to share a Photoshop script to help artists with offsetting lots of layers. This came at the request of @Sweetangel0467 who was working on a tileable texture and was getting very annoyed at having to manually offset each layer, even though she wanted the same offset…
I baked out my normal, AO, and height maps from hi to low poly in Marmoset. Now I've' imported all my meshes into a single Substance Painter file using an FBX and I could apply each of the the individual AO maps to the AO map layer or I could just add them as an additional layer for the diffuse texture layer. Any reason to…
Dear community i would like do know if its possible to bake a high poly plane to a low one inside , Ive done it flawless in Xnormal but wrap my head around it when it comes to "toolbag". the reason why i wana change over to toolbag is cause it will give me the options for more maps like secular and gloss. ( its mainly used…
Hi I have some problems trying to bake render elements of vray with RTT in 3d max. I choose several vray elements but I can only get 3 of them, vrayrawlightingmap, vrayrawglobalilluminationmap, and vraydiffusefiltermap. This is at high resolution of 2048 but if I try less I can get all of the elements so I figure it's a…
I'm looking to bake simple flag/banner nCloth simulations to export into Unity and having a hard time finding a simple workflow. Did find this YouTube: https://www.youtube.com/watch?v=fUpTu-uMFRo&list=FLNIoDs1UfhAnOmUg-SVNcvQ&index=2 But I'm having trouble getting the smooth skin to bind joints to geometry. Anyone tackle…
Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…