Ran across this little digital tidbit recently. Map Zone Website Most of you have probably already heard about the company producing this software. They made a pretty big splash in the development community a while back. Their software solution for procedural in-game textures was quite interesting, and was recently…
Hello, I was wondering how do you guys tackle the problem of diagonally placed textures. I got a mesh that needs to in powers of 2 and now I was working on a roof part that is 2 meters deep, and 1 meter high, and 1 meter wide. my textures is made so that it tiles on a 1x1meter tile. so if i were to put it on the diagonally…
TEXTURE ARTIST We're looking for texture artists that have expert knowledge of creating textures for next generation game titles. Must have solid experience creating normal, specular, diffuse and effects maps. Must be proficient in generating normal maps from multiple sources: 3d modeling, converting height maps, photo…
jackablade - well this particular test is a texturing test. so they provided me with the "environment" to texture. it's actually really simple in theory. all they want is: TASK- texture this bathroom in a realistic style. 1. unwrap 2. create textures using tiles and symmetry and multi-sub objact where applicable 3. The…
Hello all! I just got myself a Bamboo Connect CTL 470 to work with Hand Painted Texture and I would love to get some feedback from the community. I never painted anything before since my kidding garden so my skills aren't very good at this time. I know nothing about painting. But I'll improve. I want to work with texture…
I'd like some advice on baking textures for low polygon assets for use in a software engine with no realtime lighting. So essentially, not baking a normal map or lightmap for use with a realtime lighting engine, but completely baking the lighting into the texture, as realtime lighting/shaders simply aren't an option with…
A tilable texture atlas with overlapping UVs would be the most efficient and impressive method to use with environment art - such as your building. The more assets that share the same texture the more a game engine (and your graphics card) will love you. It's not always necessary, but it's one of those things that doesn't…
I know I am going to embarass myself by my sheer noobishness but I have recently started creating an environment and I am unsure how I should tile the texture on the building. I am aware of one technique where you can have individual textures and scale up the brick texture via uv's But I have looked at Stephan Morrel's…
Hey all I am having a problem with my textures in both 3DS Max and Unity. I started creating a wood texture for a crate, which I modeled by splitting the crate into a fourth and adding the symmetry modifier twice in order to optimize my texture. When I did this, the texture looks good close up, but when I pan out there are…
I have my block out already made, but didn't construct it to be favorable to modular textures. This is my first scene and the concept didn't show what the room of the building looked like so I am having to conceptualize it myself. It wasn't until after I blocked out the scene that I realized I would want to use modular…