Hi all. I was googling when it is better to use tileable texture blending and when it is better to create the textures with photoshop or Substance Painter for models for film and video games, I came across this forum topic, I couldn't resist the temptation to ask since I can't find anything that convinces me on Google.…
Hello everyone, I was wondering if there was a good way to accomplish the following. Let's say I already have a model uv unwrapped and textured. Then let's say I did a terrible job on the un unwrapping and I want to redo the uv unwrapping. Is there a way easily (with no loss in image quality) do the unwrap and have the…
I know this is painfully newbish but havent touched 3d in a couple years and needing to relearn. I will be creating textures in substance, alchemist and quixel mixer. And using in maya and Unreal. When I create a texture that is plain and clean, say a brick wall, I can tile it and it looks fine. yet very unreal and boring.…
So I wanted to ask a question to the polycount geniuses on best techniques to capture textures. At one point I thought that the best approach here is to just take a photo. However this doesnt work well for me because the shadows are always there, and sometimes I just cant Photoshop them away. Im starting to see some…
I don't really know what is causing the issue I have. I think its the texture sets but I've never run across this issue on other models before. I'm posting it here in the Marmoset sub-forum because the model looks perfectly fine in SP. Whenever I bring my model into Marmoset and I start applying the textures to the model,…
Offset filter offsets the texture, doesn't tile the texure. I am referring to tiling a texture like 17 times in both X and Y axis. In otherwords, repeat the texture. This way, you can spot certain details, that immediately give the tiling a repeated look. Texture frank would have been cool for this as tiling the texture…
This tank from the first link (Ben Bolton) is so nice, thanks for digging this up ! Reading up on it agin in his original thread , he is achieving this look by baking from very simple highs and then scaling down the resulting textures by a factor of 8 (from 2048 down to 256). Really inspiring work.
Description Paid sub-contracting work We are currently looking to for talented 3d Modeler and texture artist to help us built a large library of game ready models. Main Responsibilities : * Model and texture high quality 3D models for real-time application/game. * Collaborate with Art and Design leads to create replicas of…
I have been painting my textures myself for sometime now and it has become something I really enjoy. I know there are artists who prefer to paint their textures in layers and some that paint their textures in one go without layers like this guy: https://vimeo.com/28014827 I am kinda curious that if he paints everything for…
Well, I don't know MODO, but I do know Max. I'd be surprised if you couldn't use a similar technique. In Max, this is what I would do: Map my 512 textures with no baked AO as tiling across the surfaces in UV Channel 1. Map my AO bakes in UV Channel 2 - the AO bakes would be their own texture or textures - just greyscale.…