Don't bother with that! Pick up a good reference photo or texture, and copy it. It's all in your eye! Great example Suffeli. It's like, an organic texturing 101!
http://homepage.mac.com/garthhudelson/.P...Vol%201/BirdMAn,%20Wrking.JPG%20copy%201_1%20copy.jpg There's a small example of something close to what chris is talking about.
Thank you Alex! I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well.…
The border vertices are spaced out very uneven, see upper corners left and right for example? I assume with your mesh the verticed are distributed evenly, so you might want to do same for their UVs.
I was wondering - if I make an asset pack for Unreal Marketplace for example can I use textures from textures.com or should I use my own photos or procedural materials?
Hi! I'm ready to do an animation stuff)) 20$ per hour example of my work http://youtu.be/PLw9UEqGR60 more here https://www.artstation.com/keyframe00 email dmitriyyavorskiykeyframe@gmail.com
It's about ppl taking a photograph of small object from multiple angle and turn it to 3d data that can be viewed on Zbrush. example of objects i can remember is shoes and spawn statue. thx :)
Hey guys i recently switched to max from maya. got strange questions that well need answering haha. thanks in advance guys. how do you double side a poly for render for example?
I want to buy a couple of plugins for 3d Max and I was wondering if it is a common practice in most studios to let people use their own plugins in the 3d package that studio licenses? Quad chamfer for example.
just quick question, if i was to make a 60 000 polygon car for example, how long should it take to model, unwrap and texture? also, what is the key role of a junior artist and what are their expectations? thanks