That is fine. I was trying to create a tin material like that of which is on a lot of older sheds: Problem is I know how to build the basic shape of it as a normal detail but not so much as to how to get the edges right so that it is tiled. How would I find out where the midpoint or edge of the normal detail is? I assume…
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You're setting yourself up for trouble when you create tiling textures with lighting that is not direct, particularly for enviornment textures. Your painting shows lighting information coming from the left.... Why would you not want to do that? Because if any other artist on your team (even yourself) uses this texture…
Hey Polycount, nice community you've got here :) I hope I've posted this in the right place... I've started taking my first steps into the world of Quixel and PBR texturing and I'm loving the suite so far. I'm making an interior sci-fi environment with a modular based approach to the wall assets. Having now finished…
I have a question hopefully someone can help me with. Im using 3DS Max and its my intention for the object I created to only use a 256x512 texture map. To understand the problem, let me explain how I went about it: 1) I created the UVs for an object using only the left half of the main UV window. Assume in this case that…
Hi and Happy New Year everyone! I'm trying to figure out the best approach to plan out the textures and material blending for this environment. The purpose of this project is to refamiliarize myself with the environment production pipeline. Here's the main ref for the environment: Here's a doodle of how I've been tackling…
I'm creating a single player only game, that is high intensive along the lines of GTA/Arma, with a 30x30 km map, and about 220 km of it actually be populated (meaning it's the land mass of the island), with 3-5 areas of it with HIGH density objects/assets. I want it to work on 4 GB computer from like 2018/2019 on lowest…
Hello! I'm an experienced Tech Artist and I'm currently looking for part time or freelance work. I've worked on multiple solutions some of the examples of my work can be found below. I'm also abale to build tools either as Windows apps, Blender Addons or simpler Photoshop Scripts (open for other things if it can be written…
Very rarely will your entire texture map be displayed at 100% resolution on screen. Engine/video card mipmapping will reduce a lot of your work to optimize rendering of the texture. Remember, most (if not all) game engines are geared towards optimisation. It wants to render things as efficiently as possible. 3d…
Cheers for reading the thread; after a recent lecture I was a little confused about environment modelling and the texture aspects. I've always been taught textured must be within the 0-1 square and UVs can be overlapped to save space on models requiring the same textures... or i.e. mirroring a models texture etc to achieve…