Hey Guys,I'm new to Quixel and Texturing in generel and was wondering how I can scale a texture without just doubling or halving them with the scale slider. For example if I have a brickwall, I can only halve or double the size of the bricks.Thanks in advance
Hey, I've been looking around for leaf patterns in an elvish/celtic style, but I can't seem to find anything that suits my needs. Would anyone happen to know where to find these? Here is an example of what I need: Thanks in advance!
Zbrush R8 how to bind to scroll wheel See-through? I know i can bind to scroll wheel for example "Draw Size" and it works for me but i want to bind instead See-Through option
I am just wondering, how far we could go with native pixel processor of Substance Designer. For example: can we generate Screen Space Local Reflections using depth image and world normals? Or it is too complicated for SD?
A lot of the time VFX riggers will create a very low poly mesh stand in that the animators use that's not even vertex deformed. here's an example of a stand in model : https://youtu.be/ATWBg6QfiBk?t=45
Hey Paul great work man! I like how the green carpet drives the eye to the table. Urbanmelon, thats a nice paintover, I think that elements are holding better in your example.
You should post an example render first so ppl can see what you are trying to acheive. Lighting for an environment will usually be a different setup than what it would be for a weapon or character.
The Geopoly button in the Ribbon will create shapes based on the number of edges available. For example, a face with 6 edges will become a hexagon, 8 > octagon, and so forth. Not exactly what you are asking for, but it's similar.
Alright then, here are my example from Street Fighter IV and Ookami... I hope I can have this effect on some of my portfolios... Hope someone can help, thanks... appreciated... =)