I'm having this issue with the export in Substance Painter 2 when I export all the maps they're all 16kb black textures. If I change it from .png it .tga it makes them all 16mb black textures, same with every other file format.
Just a bit more modeling and texturing practice. This time an old American Family brand kitchen scale. Modeled in 3D Max 2017 and textured/rendered in Substance Painter 2/Iray. Recreated dial in Photoshop. Total poly count 30,000. Thanks for looking! Daf
I am a 3D Environment/Texture Artist with 7 years of AAA experience, most recently having worked as an Environment Texture Artist on Temptation Able to work in a variety of stylesCapable of working from any amount of directionEnvironment designPropsTiling texturesHigh resolution sculptingHard-surface…
Newbie question for a newbie newb. I've searched around for a good while now and I currently don't know what else to click. From Autodesk docs: While that does show the painted colors, it does not display the textures that I actually want. There's plenty of info about how to display them on renders though. I also read…
This is my first thread here and i would like to use it for posting my progress in improving my hand painted textures. My plan is to make a bunch of smaller probs and hopefully see the quality improve over time. I am in the process of making a dagger with a hand painted texture in a WoW like style. I am a little stuck…
Hey guys, constructed a branch and to save memory, I have rendered it to texture in max, and then constructed a larger branch from the lowpoly. Now when I try to render my final UV sheet to a texture, the polygons cover other poly's below it, even though there is an opacity mask on them. It's strange because it only…
Maya 2013 SP1 Whenever I update a PSD network, all of the materials in the scene change their Texture Filter to "Use Global Settings", I have to go back in and change them to "Unfiltered" every single time. I'm working with really low resolution textures and need my materials to stay unfiltered.. Can I change the global…
Hey. So I've been playing around with texture blending in max, and I've been having a few problems. Is it possible to blend more than 2 different textures in max? Here is what I am doing: - Use a Blend Material instead - Define Material 1 and 2 - assign "vertex color" to Mask with cannel x - add "verex Paint" modifier set…
I have been trying to find some textures for a lamppost that I modeled out for a medieval styled game. I was wondering would black painted metal be the right feel? And if so where do I find some? I have looked everywhere and every time I find the right texture it has all this over paint on it and looks like it is been…
well if you can't steal the texture from picture you can always model a 3d version and bake that down to your texture. You will probably have to do some painting over in Photoshop to get it to fit your texture.