Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
Hi! I need some help on pushing my handpainted texture to the next level. Hopefully someone out there can give me some advice on this. Brick Texture Wood Texture
I'm adventuring myself in the field of texturing. I already have some experience texturing rocks and metals from a few tutorials over the net. Now that my basic AK47 is good to go, and i have finished the hand mesh, i would like to know how i can texture the hands. Maybe you guys can share some techniques, or even a…
@Obscura thanks for the reply. some other questions regarding texturing: - for large prop pieces, lets say 10 meters tall, I do notice a lot of these are textured independently rather than just using a tiling texture. Is this the case? I only notice this because I see the edges have edge wear. Or are people just vertex…
You could probably still buy a slightly older version of photoshop somewhere if you don't currently want CC, been running 5.1 for a few years now and I don't really miss out on anything (other than having a dark skin version of the GUI) Basically everyone should know their way around photoshop when working in a creative…
Heya - you're misunderstanding my point. I am not saying that anything needs to be redone from scratch - I am saying that in order to merely handle models/prepare models for texturing, you need a so-called "regular" 3d software to move UVs around and scale them according to the density you need on a given part, to split…
How hard would it be for someone here to recreate this texture in 4096x4096? It's currently 1024x1024 which is quite blurry in game. I've been working on a remaster project for some time but AI upscales don't give me what I'm looking for, and I'm not experienced enough to draw things photo-realistically on my own. Could…
I haven't herd of using the curvature map (same as the cavity map in xNormal i assume) for use in the diffuse map. What exactly does that help do? For me, I use Photoshop CS4's 3d feature to do most of my texturing. I bake out all my maps and save out a low poly .obj file and create a 3d document with no Photoshop lighting…
Examining your scene, I would say you probably want to show this full room as one portfolio piece, yes? Try a horizontally-tiling texture or two for the wall, and then one fully tileable texture for the floor. Next, unwrap each individual piece (only one of each if there are multiples) and see how many you can fit on one…
A recently released tutorial covering another texturing workflow. This recent release from 3dmotive features instructor Galen Davis, or Darkmaster as he's known around these parts, covering his workflow for creating textures using Zbrush, xNormal and nDo2. He also goes on to show how to view your final model in texture…