I am trying to create like an airport curved baggage conveyor using an animated texture to make it look like its moving. I thought this would be done by creating straight UVs then animate the UVs over a repeating static texture but the texture gets very distorted on the bends of the conveyor. How else could this be done I…
Hey there, can anyone point me in the way of a good tutorial on seamless/tile textures for game environments. I mostly create character textures with a UV layout, but im starting to get into environments and buildings. Im looking for something that will go into detail, an example would be placing graffiti on a repeatable…
Hey guys, I have a quick question regarding normal maps and textures. If I want to hand paint a texture for something, and then sculpt the normals in Mudbox, what would be the best way to get the two to match up? Would I simply paint the textures in Photoshop then load and apply them to the highpoly mesh in Mudbox, and…
hi guys i have a question about method of Texturing would work i puting a base color layer down and importing texturing images and chaging the layer type : overly , multiply .... to get the same color you want or just making a base color and when importing images make a color balange and get the color wath you want ... i…
I have been building a scene and texturing it with Substance Painter. For the metal rough and various textures like emissive I have been texture packing them into the RGB channels and importing as a single texture to UE4. I am wondering since these are Grayscale maps to begin with if I need to be doing this or is it a…
I was looking at a workflow somewhat like photogometry or scanned models where I could have detailed vertex painted textures I can bake to any resolution I want and not having too many materials for say a detailed wall facade. With this, I get one material, one texture for a whole unit that requires it instead of multiple…
it looks like they send the terrain to the GPU as a texture and generate the mesh there instead of making a mesh and sending that to the GPU. This isn't exactly revolutionary - in fact, it's generally what you should be doing. you don't have to store lods, you can take advantage of your texture streaming system, you can…
We working on a mobile game that has a series of animals in it. We require several variant textures to be created per animal. No HUE shifts please, each must be a unique texture. 3D model and UVs will be provided upfront. Style: 75% hand painted vs 25% PBR. Texture Specs: 2048 x 2048, general highlights and shading…
We working on a mobile game that has a series of animals in it. We require several variant textures to be created per animal. No HUE shifts please, each must be a unique texture. 3D model and UVs will be provided upfront. Style: 75% hand painted vs 25% PBR. Texture Specs: 2048 x 2048, general highlights and shading…
Just looking for some techincal tips for texturing a giant cave wall. Theres two methods I can think of: 1. create giant cave wall modular pieces in zbrush, texture them and add a detail normal/tiling texture overall. Use dirt decals to break it up a bit more. 2. substance designer a few textures to vertex paint between…