Having the head separate is certainly not out of the ordinary, generally though I like to keep everything on one texture, a few reasons why: Pros for 1 texture A. Simplicity sake B. Less materials, less draw calls etc C. Easier to get a seamless model when you don't have a texture split with multiple maps, more important…
Hi, I would have a problem when I go to extract the texture a 3D model .fbx format. When I extract the texture is as if the vertex color ignores him and I always had a completely white texture. In your opinion what could be the problem? Thanks so much
Question : How do I keep my texture visable while deforming the high resolution mesh? I have a black and white line drawing with designs of a sword applied as a texture to my low resolution model in 3ds Max. I import the OBJ of the sword mesh and apply the texture to it. Then I select Tool -> Geometry -> and then select…
I'd also call it a texture atlas; unless we're misunderstanding what it's used for? Looks like the texture is made first, and the meshes are unwrapped to use the texture in unique and efficient ways? Texture atlas is the right term, if so, though usually they won't just be cool gradients like this.
Does someone know about an efficient texture browser & management software? For years, I've maintained my local textures' database folder using file-tree categorization, greatly inspired by our beloved cgtextures.com, and browsing inside this database using XNViewMP. But file-tree classification had limitations, such as…
Hello everybody, I'm the same guy modeling the Halo Environment, http://www.polycount.com/forum/showthread.php?t=108565 I will be posting some progress from the Texture that I will paint for my Helicopter, I will be working in that project besides the Halo Environment because I have to finish some texture and set up the…
Process is mostly the same, depending on the asset. PBR: realistic If you don't have a library already, defining your surfaces breakouts and definition is the most important step to do early. I like to add solid colors to sections around the mesh (usually from an object-color bake, and make masks in PS for groups) to…
* Hey, what would be the approach in using beveled assets with tiling textures? * How can you get those assets to look more realistic since they use more "flat" textures without any specific area dirt, etc. I know decals and vertex painting are a thing, but aren't they expensive for performance? * If I have tiling…
I'm exporting an obj file from maya but when I open the file it has materials but no textures? Is this a limitation of the file format, if so is there another format which does have texture abilities that can be opened from max or maya? I'm setting up an art test and some of the applicants don't have maya so I need to be…
Hi, these are for a project I recently part-take in and finished. I'm learning how to model and make hand painted textures for them. What do y'all think of these props? Most only have diffuse, some have normal maps I made from ZBrush. In the end I started trying tile-able texture, because there was no time to paint an…