I'm really new to this, but I am planning on making a small tutorial about how to model and texture environments with one map. It's going to be very rudimentary, but considering the amount of "figuring out" I did this weekend without much successful luck of finding information, I feel it's needed. It would have saved me…
Hi everyone! I am having a some trouble cause i cannot figure this one thing out.. If i had to create this scene (random image i found on googe images): http://i.neoseeker.com/ca/crysis_conceptart_XqmbW.jpg as a low poly game scene, but was limited to the number of texture maps.. how would i texture the terrain? I always…
Since I've seen many people unwrap and texture every asset the same way and also used to do that myself, I want to share this tutorial with you how, and show how it's better to do it for large assets like houses. Especially in a scene that contains multiple assets. The tutorial consists of two parts. In the first one I…
Hey Guys, i was collaborating with Eric Ramberg to organize a Texturing Contest. So Here it is ! To Participate, you just download a Trial Version of the Quixel Suite (which you can get here: http://quixel.se/ ) To win you simply Texture the provided Model with Quixel Suite and show your Work here in the Forums. This is…
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Hey, while texturing my last object a question come to my mind. How game studios approach to texturing. I mean, they are using texture libraries like Substance 3D Assets, or they are creating all of the textures, materials etc. from scratch by usage of Sampler (there come next question - are material artists are just…
I'm currently curious about optimizing textures. I read once that if you've got a mapped model, to make all the unused areas in the texture, black - so the engine doesn't waste calculations on that area. Is this true when it comes to mapped textures for games? I'm currently working on a stone statue and there's areas on…
Still learning the process of making good quality textures for games. I would like to know what is your secret of good texturing or at least some necessary things, that you stick to in order to get good texture? As I understand the pipeline of texture is - Baking Hi-poly Ambient occlusion on Low-poly model (max,xnormal or…
I would definitely recommend using tileable textures for the floor and walls. On large objects, tileable textures generally allow for a far higher texel resolution than is otherwise possible. You can add variation to a tiled surface by multiplying the tileable texture with a dedicated texture containing colour variation…
Hi, I'am a texture artist and i create unique expertly made, seamless turnkey textures. I have experience with AAA game projects, so my textures are primarily suited to cutting-edge 3D games. All my textures are hand-modelled. Modelling is a time-taking process, but the result you get is worth it. The major advantage of my…