admitting im good at modelling isnt arrogant ive put the hours in and i wanted people to focus on the fact i couldnt texture without whether i could model coming into the equation. It seems like a nice style to get into for someone new to texturing and im sure just a small bit of advice/ critique would help but nobody was…
for example 2048-1024 texture maps etc. can ue4 read these correctly and if so how do you make it work? it's a current problem i'm wondering if there's a solution to it, as i've not found any info on it.
Hi. Im struggling with polypaint exporting. It is not the matter of texture resolution. After pressing New from Polypaint Zbrush changes the and creates some weird color artifacts. AFTER: BEFORE clicking to New from Polypaint: Do you know any solution? Thanks in advance :)
HI, I'm just learing 3D mode in photoshop. I discovered that I can paint my 3d model, imported from *.OBJ file, but how can I export painted texture? I find only 1 way, but it saves always in 1024x1024 ;/
I've got a texture map set up at 512 x 256 and was hoping to bake a curvature and position map in Painter. Right now it looks like I'm only able to select a 1:1 ratio for baking. Is there a way to change that or maybe it's coming in a future update? Thanks!
I have a doubt about textures when the model has normal map and specular. in this case should i worry about painting lights, glowing things, set the light direction or should i leave it completely "flat" and put these details only in specular, gloss?
I guess this was asked over nine thouthand times, but i really cannot find relative thread. Look at the pic the colors on Texture Sampler and on Material Preview are different. Can you please help me get real color or point me on same thread?
i am having a problem with the wood texture for the stock, picture number 1 shows the uv layout for the stock, triplaner mapping causes a visible mismatch in the grain direction shown in picture number 2, picture nmber 3 shows the uv projection for the same uv layout, i have tried to change the uv layout as shown in…
Hello guys. I got a problem and need your help. I want to unwrap a piece of geometry that is a part of a modular building (at this stage its only a grayboxed model). I want to use tiling textures and so I need to make the tiling wall piece to fill exactly the horizontal space uv the UVs. How do I do that in Max? I know…
Browsing the forum I found this link: http://www.gamasutra.com/features/20061019/kojesta_01.shtml It's a nifty way to eliminate texture seams using rtt. It all works fine till I have to render in uvw chanel 2. All I get is a solid color; the whole area of the render(no UVW outline). I've tripple checked my steps and know I…