I have to model and texture a minivan which is like 30% windows, and I was trying to think what the best way to approach it is. I feel like putting them on the main texture flat and using an alpha is a massive waste of resources because they don't require a lot of texture space. So I am thinking that have a 1024 for my…
Ok, so I mainly just lurk these forums. I have a question and my instructor isn't getting back to me fast enough.. Online classes sometimes stink because of that. question is: I have a static mesh that I imported from maya via FBX. Lets call it brickWall.FBX which was uv map'd and has a targa file placed on it. Well…
I've been finding it tough to balance details between close up / mid / far away while creating large area ground textures. Something like a desert or grassland. I find that the high frequency details that look nice close up tend to create repetition or even noise further away. I am creating larger scale details too, for…
Hello all, I've just started out with Mixer and doing some testing with some tilling textures i have made. I would like to have my sand texture blend more into my metal panneling this is done in ue4using vertex painting (not mixer). I have tested with a cobbelstone texture I downloaded and it works perfect. So I know the…
Bit Trap Studios, Inc. is currently seeking a talented texture artist to develop stylized textures for architectural sets, props, and humanoids for an online cooperative RPG. The ideal candidate will have an understanding of 3D modeling and UV layout plus experience in keeping textures looking consistent within the UV…
Textures look great so far! I'm not sure how far along you are with this, but I would definitely start thinking about painting the lighting into the texture. Also, I would add a bit of color to your textures, they're looking pretty monochromatic. I just did a paintover for someone else as to how to add more color into your…
I would have to agree, but only up to a point. I have a 40 year old motorcycle that has never been in a garage and it's cleaner than most of the hard surface texture I see here. I actually even clean it once a year. I'm not saying worn textures are a bad thing.It just seems that it's going overboard sometimes. I actually…
Somehow that's a funny question, but i guess uv are not that intuitive. Well we need a support for storing the color data, right ? Something like a pixel grid ! What about a 3d grid of pixels ? (aka voxels) 3d textures exist. A 256pixels 3d texture is basically 256 2d textures of 256*256 pixels. 256*256*256 is a lot of…
I use zbrush's warp mode and a premade tiling plane to create square tiling, sculpted textures (this method https://www.youtube.com/watch?v=e04k4Cz8UBo). However, I've run into a problem when trying to use the same workflow for non-square textures, say 512x2048 for tree bark. I know I can up the warp mode from 2 to 4 to…
Good day. I have two textures for my tree. One is a tileable bark texture and the other is my different leaf textures. I'm confused on how I should set this up for export. Once I combine the mesh do I need to assign a new UV set in Maya? So I have one uv set for the Bark geometry, one UV set for the Alpha cards that have…