well hey there everyone @ rush great color tutorial I loved it and learned a thing or two. and here I thought I knew everything. Well now I do lol. anyways since this thread seems to be devoted to hand painting textures how would one go about trying to make the textures look literally painted such as oil paints. I have a…
"I have known Jo Ann Miller for many years. Several years ago, she introduced me to the Directory of Illustration and pointed out its virtues. I have an overarching promotion and advertising program and I decided in 2011 to dip my foot in the Directory's book and online platform. I told Jo Ann that, in all candor, this…
So yeah sorry, as you can see I don't explain workflow a lot :P Initially I painted over an image of the character quickly to get the direction, this guy has a lot of individual geo pieces so for me, its a lot quicker at first than painting blockout over the whole thing's geo and easy to play around with adjustments for…
hi guys I have a problem when iam trying to paint foliage on buildings or meshes I cant paint on the front side I mean from the let to the right it only paint on the parts that are facing the landscape I hope you understand the problem and help me out thanks in advance
Hallo All, I've ran across a problem with a new project Im working on, the idea of the project is to make a toon-like animation with some ambient light. After trying the different options that 3Ds max 2013 gives ( ink n paint material and the mental ray falloff map + contours shader ) I didn't totally like the result that…
Ok, so here's my question: how to use vertex painting when also using LODs? More specifically, since LODs reduce the number of vertices on the mesh, it also changes the appearance of vertex painted mesh once LODs switch, because its geometry does not stay the same. And the result is VERY noticeable LOD pop-ins. I was…
Anyone know of a tool that supports radial painting? This is what I'm trying to achieve. The sketch updates in realtime on the rotated version of the image, making it much easier to work out the composition. At the moment I'm 3D painting in Blender. I could probably wing this workflow and use it only at the sketching stage…
Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: https://youtu.be/-Fy7g3g6uCI For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon:…
Greetings, people of Q2PPM! Here are my new skins for Quake 2! Wait... what year is it? Oh yes! Happy 20th, Polycount! XD All joking aside, I have been going through Sam Nielson's course "Fundamentals of Lighting" on Schoolism. I've also been looking for a way to apply the information to hand-painted textures. I figured…
I can’t find a way to create bones from a central point “master” to other points on scene without having to write in the code each of the points on scene and that way I feel that it’s not efficient, is there a more correct way to do it? thank you. here I show you an example of what I’m looking to automate.