So this is my first time making a game ready character and I'm already finishing up with the textures. However I think I messed it up. What I did was separate the mesh for different materials sharing 1 UV space. I thought it was a good idea since I don't have to bother with using masks, plus I also see some tutorials…
Hi guys! So I was wondering, should I create textures by myself or should I buy texture packs - I mean those texture packs which have a huge collection of high rez textures! Btw, I am still a student! Thanks!
Hi Guys, Probably an easy question for most of you :) So ive got a small winter scene going on, the ground is always in view. so if im guessing this right so is that texture. That texture is a tileable snow texture, im building some block which i could also use the same texture on. my question, do i use the same texture as…
Hi, i took a look for the same type of art you are attempting and since the post is years old i figured you could benefit from what it presents: art-station reference img look at the angularity of all the pieces and how it was made. Mimic this method and you'll be spot on with your goal. (i think) For texturing i'd try =…
Hello polycount, I've created this model in order to improve my texturing. I've been told I need to improve the textures of my assets. In this asset I try to include more bespoke weathering to indicate how it was used, and include some small details to add storytelling elements.It would be nice if some one of you could…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…
This is something that has been on my mind for a long time everybody seams to agree that the proper way to describe a texture like this is a "tileable texture": by jessica dinh and the kind that gets combined together for batching/optimization are referred to as "atlas textures" by romy but what about the standard kind of…
I want to bake a procedural texture in Maya, but only a selected procedural texture in my shader tree is this possible, must I create a custom shader of the procedural texture and apply to the Texture bake set attributes > custom shader ?