Heya Odium, I did a little mockup here: Starting with the lockers, of course they're going to have the same texture - they're the same prop pretty much. Which is a good thing. But the texture has some very identifiable markings on it, so when they're stacked next to each other like that, it's REAL obvious. A few decals…
I wanted to add some low poly work to my portfolio. So I get some concept from Torchlight (yeah, I know, sorry) and got a crackin! here are all the assets and I'm trying to put them all on 1 texture. So far I have only managed a bit of the wood texture but wanted some crit on it. What do you think?
I was thinking of doing a relection map for the lipstick on a character I am doing( in maya 2014) I thought that doing a black texture map with white for lips would do the job, but its not working - anyone got any tips for this. i tried putting the texture in the reflection slot, then tried reflection color, but noy joy so…
So I'm Working on this SUV that is kind of pimped out for and end of the world scenario but im having the hardest time texturing it(always has been a weak point). I want to find a tutorial or an example of how to paint the texture and create the spec for a car that would go into an engine, not a tutorial on how to make a…
I agree with this. I think hand painted texture actually take more time then doing textures with programs like substance designer or Quixel Suite. That's at least my experience (of cause you can do super complex procedural textures that will take longer to do, but a simple brickwall or concrete or whatever can be done…
When I try to import a model from 3DS Max to UDK, it always results in incorrect texturing to the model. Does anyone know how to import 3DS Max assets to UDK whilst maintaining the texture mappings at the same time? Any help is appreciated. Thanks.
So I bought this book because I heard a lot of good things about it. To tell you the truth, the example steps taken are incomplete with missing information and is filled vague steps that are left for interpretation. I'll post the one Amazon book review that really struck a chord with me: "In contrast to the glowing reviews…
Try turning off Texture Filtering in the Bitmap properties of your textures. I'm not a VRay user so I don't know, but there might be a texture filtering setting in VRay too, to globally control that.
Hi, while working on a house for an iPhone game, Ive been wondering one thing... is it possible to take only part of a texture map for a tiling? See this picture of my map: http://i.imgur.com/RlSBS.jpg What if I wanted to put a tileable ground texture in the yellow square to use on my floor? Is it even possible? Thank you…
Please someone can tell me a solution for my proplem preventing me from completing my work Zbrush doesnt make me apply seperate materials when i import textures to my model even if i seperate my model into diffrent subtools, its still only apply one material to every subtool with its texture