Hello! I realize similar threads have been created quite a few times before. I read a few of them myself and learned quite a lot. Still, I find myself in a rut as I can't seem to get the game-y semi-realistic next-gen metal texture that I want. Perhaps it's a problem with texture definition, perhaps with the specular map.…
I highly recommend reading these articles as well, on procedural material generation and theory. https://80.lv/articles/creating-an-assault-rifle-in-sunstance-3d-painter-and-unreal-engine-5 https://80.lv/articles/how-to-texture-worn-out-sniper-scope-in-substance-3d-painter
Hello, I'm decently new here, I've lurked for a while and decided it would be to my advantage to make an account. I've made multiple 3D models of guns in the past, but as far as my texturing skills go, most of them have turned out pretty bad due to the fact that I cannot create a proper texture for them. Some examples of…
"Hi everyone,I am a beginner environment artist and this is my first major project in Unity 6 . I'm trying to create a large-scale open world with a mysterious atmosphere using heavy fog and dense forests. Right now, I've just started with the forest area and some basic structures. My next goal is to add a Military Camp…
Hey guys, my company is currently planning on expanding the capabilities of our in-house real-time engine(which is pretty basic) and I have an opportunity to propose some new shaders. I have a clear idea of the type of content I would like to produce for my company but am no an expert in shaders. I would be grateful if you…
Hey all. Recently I made my first video tutorial for Maya on how to create a liquid metal effect in Maya. You can see the final effect here: [ame]http://au.youtube.com/watch?v=C5rxjk5rqAI[/ame] The tutorial is in 3 Parts and can be found on my Youtube Page here: www.youtube.com/coldsidedigital I apologize for the quality,…
I'm trying to figure out how to create the pattern below in Substance Designer which i will use for a Mosaic floor design. I modeled the shape in Maya just to illustrate it better in this post. It doesn't have to be exact. The pattern is basically randomly shaped quads with random rotation that have been packed together to…
Im having trouble creating clean low poly shells to bake my high poly textures on. I was tought to use quad draw but it just seems super messy and difficult to get the polys to cover the high poly without breakage when baked onto the low poly shell. Is it just too low poly or are the models not symetrical enough. Any help…
I'm teaching my kids and a small group of friends some things in Max right now... and one thing that came up was seamless, tiling textures. Most people seem to do all this in Photoshop and other apps... but I prefer to do as much as possible right inside Max. Here's a little tutorial on converting photos into seamless…