About Texture Artist: We are looking for someone that can add realistic textures to models. We send you the models and after you texture them you send them back. About Character Modeller: We need somebody who can create at least one of these: -A humanoid monster. -A creepy kid. -Dead bodies. -Human body parts (ex. hands,…
Is it possible to create a Texture-node, that you expose as a parameter in the material instances, that affects several TextureSample-nodes within the material? I have three TextureSamples with different UVs-input that all reference to the same texture. I want to make that texture in to one parameter for my material…
Hello, so I am trying to blend 2 textures with a Mask in Maya. I tried both a layered Texture Node as well as a blend Color Node. The shader works great when I render the Image and when I am in hardware shading mode, but whenever I switch to Viewport 2.0, just one texture is displayed without any blending. Is there a way…
I'm aiming to achieve an Overwatch style theme for a University project, however I am a little unsure of the texturing pipeline that would work the best for something of this style. Overwatch uses quite a lot of PBR but still manages to look hand painted at the same time, what kind of texturing pipeline would I be looking…
Hello there, I'm new here and I'm not sure if this is the right forum to post this topic. This will be quite a long post, but I seriously need help :( I've been working on a personal project ever since I graduated back in June 2019. I'm trying to create a decent AAA quality recreation of Adam Taurus from RWBY. Yes it may…
I've always been bad at UVing and lately I've been noticing I can fit stuff a lot better into a rectangle than a square. I was wondering if I was to make say a texture that was 128x128 and have 2 models taking up the 2 halves of the texture if this is good or would it always be better to have a model have its own texture…
Hey, this is my first thread here so I'm pretty nervous ~I've tried searching the forums for help but couldn't find anything specific on this. I'm starting a University project (currently doing some research) on how to create modular characters for the DS, I've done some modular character work for the Unreal engine so I…
[ QUOTE ] Tried to do this with Modo's 3D paint awhile back, but it couldn't do it. Maybe they're improved since then. [/ QUOTE ] The way you would do it in modo is by just painting with your textures as you want them to blend, the transparency of what you're painting is stored in the alpha channel (unless you're using a…
I was wondering if anyone had any advice for my situation. I have modeled a large tree with various roots/limbs coming off of it and some extra limbs to place around. Now the limbs and roots that I have intersecting are easy to uv and texture. Here is where my dilemma comes into play. I want to add grime or distinct areas…
Hi, I am wondering how one decides what environment map to use during texturing. I understand ideally you want an environment map that roughly match your final scene, so your texture comes out the same in game. But what if I am still in early stage of development? Would it make sense to use a HDR image that have a decent…