Anyone know a good way to set up random texture tiling in maya, where you create a few different variations of a tiling texture and they randomly get placed on a mesh to eliminate repeating patterns? I got a solution working from this tutorial but it seems to use alot of resources and some textures seem to repeat more…
I'm painting textures in photoshop using the 3d painting features but for some reason its fickle. Painting directly on the texture with the UV overlay is very slow and some times terrible. But painting directly on the model is incredibly fast. I'm using a -2000 poly model and a 1024x1024 texture so i see no reason i should…
Hey! Welcome to Texturing! So, some feedback - Firstly, ditch the color backgrounds on your presentation. They're super distracting and ultimately end up subtracting from your art. Your textures are a good start! I like the ideas, and I like where you're going. Some things you should keep in mind: Your textures are really…
Hi, I am not sure if this is the correct place to post my question, so please do forgive me if I have posted in the wrong section. I have done basic modeling in 3ds max till now and never used textures before. But now I am doing a small project where I want to submit a weapon model to a game called Dota 2. I have tried my…
Hey all, Im working on a model that requires all UV shells to sit edge to edge on pixel borders (low res textures). Ive used pixel snap in Maya to make sure all my UV edges are on pixel borders. Everything appears to be fine with my shells. However, my texture is bleeding pixels across UV shells. Nothing appears to be…
Sorry, I couldn't find a better way to word the question. Basically, sometime ago I've read that its more performance friendly to have one larger sized texture than multiple smaller ones, like say (1) 4k texture vs (4) 1k textures (though I don't know how true this is). I've only been doing 3D for personal/portfolio type…
i'm coming from UDK where i could just assign a 3 color node and not need a texture. i have this asset that just needs a color on it. i cahnged the diffuse but it still sez 'replace texture' anyone know if i can just use a standard color or do i always need a texture?
How the process of texturing and rendering high poly models look like? I'm talking about realistic high quality rendered images not game models. For example Geralt in The Witcher 3 game box cover. Is this a Zbrush model textured and rendered? But how to texture without UVmapping? Can someone clarify these things for me?
Heya ! I'm losing my mind over this asset I'm trying to render in UE. I tried doing it a few months ago, and gave up since nothing I tried fixed the issue. I even had another thread and people helped a great deal, some of the solutions made it a little better, but most of the artifacts are still there. I redid my texture…
Recently I have been doing HP objects, unwrapping them and baking them and moving onto another project neglecting texturing. I have very little texturing experience and what I do have is very weak and the goal of this thread is to help change that by posting texture/material studies and gaining feedback from the community.…