Hello! I'd like to present you my most popular product up to date, Natural Surfaces texture pack. This pack contains over 130 highly detailed textures that depict all kinds of terrain - from dusty desert rocks to swampy grounds, snow and lava... and so on. Pack is divided into following categories: -24 Ground textures -10…
Hello, We’re looking for a 3D artist who can create models with complex PBR materials and textures. We’re the developers of PixaFlux, a node-based PBR texture compositing tool, and we’re open to any kind of modeling/texturing style, as long as the materials and textures are built using PixaFlux. The texturing workflow must…
You may find this thread interesting: http://www.polycount.com/forum/showthread.php?t=87071 Some of the images are broken, but the important one (the texture) is still visible. The folks on Star Trek online take a pretty novel approach to texturing. They construct every texture for every ship the same way. The top half of…
Hi I am using substance painter 2021. While doing the last two projects, I found a problem with textures. The essence of the problem: when I change the resolution of textures to 4096, the textures come into disarray. It can also happen if I'm hide a layer or change some layer parameter. With all this, this problem can be…
Hello. I was trying to create some scenes in the styles of games like Shadow of the Colossus, and Final Fantasy 11. I got curious about how these games deal with texturing. FF11, when you look ingame, the assets seems to have blending textures: But then I saw a video where a person extracted this assest into unreal, and…
Dear friends, we are glad to introduce to you our brand new texture collection Liman textures vol.2 "Rusty metals". Textures vol.2 "Rusty metals" is a collection of high resolution images of seamlessly tileable textures. This texture collection is dedicated to rusty metallic surfaces, horribly painted sheet iron,…
So this is my first time making a game ready character and I'm already finishing up with the textures. However I think I messed it up. What I did was separate the mesh for different materials sharing 1 UV space. I thought it was a good idea since I don't have to bother with using masks, plus I also see some tutorials…
http://www.1944d-day.com Is looking to outsource 20 - 25 weapon textures. - The Artist must be capable of unwrapping the models. - Texturing the models based on accurate research - Stepping through the texture with Researchers to ensure accuracy - Capable of taking very specific instructions - Fast Turnaround time -…
I don't know about the performance side of it, but theoretically you should be able to blend 16 different textures by using vertex colors to mask each other. Basically, instead of R = Texture 1, B = Texture 2, etc think of the channels in terms of combinations. RGBA 0000 = Texture 1 0001 = Texture 2 0010 = Texture 3 0011 =…
Here's my experiment: Texture that I'm using: (EYE BLEED WARNING!) https://dl.dropbox.com/u/63166765/TextureSplitTest.jpg I've applied this texture into a divided 4 poly plane: If I want to display one portion of the texture my steps are to break all the poly then snap the vertices to the 4 corners of the map. You can now…