Here’s a Painted Brick Walls created with Quixel Mixer and only using Mask. No Megascans used for this texture. I would really like to have some feedback to improve my skills.
Slick, reflective and smooth AF black. Brushed silver metal, And teal car metal. I've never really USED this program (Substance Designer) before, but would these materials be considered relatively easy to make? And if so how would I go about creating them? Second question is how well I'd be able to transfer the material…
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I would like to recreate this image in 3d but am unsure how to create this texture realistically in Maya. I am using the a bump and colour map of sand to try and reproduce the effect. What source material should I be using for this?
Hello, yet again I require some help. I want to create an alpha for my opacity map that represents torn plastic / fabric like on this picture, but I have no idea how to do it. Please someone help me...
I was wondering if you guys know which is the best software out there to create a video game, free or not (preferably free though). Me and my friends are working on a video game together, we have the drawings, working on the 3D models, but we do not have the software for the rest of it. Could you guys point me in the right…
I was reading up on the texture guide for the Dota 2 characters and the one technique I have never tried was creating Point Light Maps. Question is how :) ? I read them saying about using point lights and rendering the scene, but if anyone has any tips about the best way to go about it, I would appreciate it.
I'm sourcing some more in-depth information on creating cities, such as GTA V or Watch Dogs legion. Especially when it comes to the city base. Landscape and roads with or without height variation. I understand that spiderman used a flat surface so they could easily randomize city elements throughout the world using…
Hey guys, I've a qucik question about this model here: http://www.behance.net/gallery/Middle-Eastern-Hut/2297086 I know the details have been sculpted in Mudbox, but how has that much detail been added to the brickwork normal? Is it a really clever use of generating displacement maps from the diffuse, then baking normals?…
What is the best way to create low poly vegetation? Basically the lowest of the lowest polygons, which I think would be two and used for backgrounds, how is this accomplished in a way that makes the details of the plants pop?