Hi there. I am new here and would like to ask some questions. I am still a rookie at 3D work and I would be very happy about your help. Do anyone know a good tutorial about when to use tiled textures and when bespoke ones? And maybe some examples how the Uv would look like? Because I work on an environment art and want to…
joelgafford.com I took my best 50 tileable textures and uploaded them to my wordpress based website with WooCommerce. I tested it out with "sandbox accounts," and I'm pretty sure it works. I just wanted to get some feedback on whether these textures are up to snuff with today's current technologies such as pbr, or are…
Hey guys, I am trying to develop my own photoreal PBR texture creation pipeline. I went throught out entire proccess now and I am stucked at the end with normalmap quality. My textures are based on 3D scans so at the end I get very detailed mesh if I want to to be baked in XNormal to receive all maps I need. The problem is…
All in all I just tried to go from Macro to Micro and see how I can work things out and how well they work together, but whenever I reach the part of texturing and normalmap Uvs in Modular Asset Production, I get really confused and I am just not sure how it's supposed to work. Makes me feel like it can only turn out with…
texture re-use and sharing across meshes is great, but the only savings there is texture memory savings. This doesn't affect the transform-bound/fill-bound issue that was brought up. If you have rock A and rock B, they are both going to be seperate batch/draw calls to the GPU, regardless of whether or not they share a…
The way i'd approach this is to have a shader that takes two diffuse inputs, one for your regular texture then another for your flowing bits. Then via scripting you can scroll the uv's on the second texture at a set speed. The shader would have to include alpha transparency for the secondary "effect" texture input, that…
The RC is a little tool that converts all assets to game ready assets. For your textures that means it converts the TIF to a DDS. The Tif files are the uncompressed texture files you generate in Photoshop, the DDS is the DirectDrawSurface Texture that is compressed based on the settings that the RC uses (if you save the…
(Before I get the comments "google" or "look on the wiki": I've done both. I'm right now having 15 tabs open with all types of tutorials and none seem to help). HAY. IT'S ME. LILY. I'm back again with another question because after googling and half crying for four hours in total, I gave up. I'm trying to make low-poly…
Hello! I am needing some advice on the best practices around separating texture sets. I'm modeling a character and am getting close to the surfacing stage. Is it best to separate the textures sets by material, by prop, or by texture density need? (Face v. less important area) Thank you, look forward to the feedback!
We are looking for additional artists who can create hand-painted textures for our mobile game. Budget is $80 - $120 USD per texture. Deadline is 2 textures per week. A more complete brief will be provided to the selected artist. All interested candidates must please PM a link to their portfolio.