Im torn on these props. Im wondering if I should make a group texture atlas setup A, B, and C or have the props in there own sheet separately? Either way I want decent resolution. Any suggestions? BTW the character will have the camera behind him Resident Evil 4 style,
So this is my first attempt at painting grass 512x512 repeating texture. I think it came out decent for my first try. I'm going back through an add in flowers/clovers to break it up a bit. Any advice on how to improve or areas to change are more then welcome=D.
edit: yes i agree... i think this was a real bad head model to texture .. now that i got a little experience with this i think i am going ot have to dump this and model a different head with a beter uv layout and start over .. i will update this thread later
I'm using Max 7.1 on SP2. When trying to render to texture, I get the following error: --Unknown system exception The following line is highlighted in the MAXscript window: mtlInstance = DirectX_9_Shader effectFile:fxFile I've tried repairing the 7.1 installation, but I still get the error. Any ideas what's going on?
Hey guys, now let me explain, i am making a few scopes and i am wondering how do they texture the glass for the scopes? I have been trying but i seem to have a really bad looking glass. Is there a special way its made to look good? Thanks
Hi guys im wondering if anyone knows of a good way to bake zbrush´s materials onto textures, i´ve seen a good tutorial online that explains a way to do it, however, either i dont quite grasp the idea or i dont get the results im expecting.
Hey Quixel guys! This is just a suggestion, but it would be great to be able to load in custom environment map textures in 3do. I was also wondering if you guys would be willing to part with the environment maps used, so I could load them up in my own 3d modeling program for rendering.
something to keep in mind is that substance designer nodes in Unreal 4 are still converted into textures when they get used. So the memory and performance constraints are the same as if you were using pre-generated textures.
One texture with 3-4 rows shifted to the right side? Maybe a more unique texture. To bright, no shadows from the blade of grass. I can see the ground but no darkness. The result looks flat.