So I am attempting to build some next gen rocks, and using a single texture for an asset of this size seems like I would end up with a choice between a huge texture or a blurry one. The obvious thing seems to be to use tiling detail textures combined with a moderately large single normal map, and probably a large roughness…
If you have a year to work with and that is your go at a diffuse then I'd be worried and sleepless trying to get good. I'm not one to sugar coat anything so I play Simon Cowell a lot but basically I'd be worried that 3 years of work and this is your post. I hope you can at least model well or you need to seriously evaluate…
Aside from the obvious issues with the underlying character sculpt which many have commented on and before you even start really playing with the shader and getting a good SSS result you need to further work on your character's texture.. It's lacking detail as it seems you've just used a soft brush in Photoshop and blocked…
Hello, I am making some assets for a game. I am still very new to this and I have run into some problems regarding the uv maps. I am not sure I'm doing this correctly. My assets are on the larger scale, height or width being usually around 3-4m. I try to keep the texel density at 10.24 with a 2k texture but can't fit my…
what's wrong with it exactly? there's always a few people on the boards who go off about "what ever gets the job done is fine" but i still see a whole bunch of artists never trying to use any photos, ever, and i just don't get it. i do see it as somewhat honorable that someone might want to hand paint everything, but…
I'm using the Standard shader with a Specular workflow in Unity. From what I understand about Unity, gloss should be encoded in the specular texture's alpha channel. To achieve that, I use a script that combines Quixel's specular and gloss textures accordingly. From a color space standpoint though, except for the normal…
Hey everyone, in the middle of school, and tests, and finals i still manage to have a few time to model and texture stuff. This guy is called John Cheese, a bum whose best friend is his parrot Gawker and his bottle of beer "super bock" ! YOU CAN SEE TWO RENDERS HERE : http://www.cgtalk.com/showthread.php?t=242902 now onto…
Hello, I'm currently working with 3DS Max 2009 on a swamp scene that has 3 trees. I've been working on texturing the first of the three and am now trying to fix seams using a technique where i select the polys around the seam apply a UVW Unwrap modifier, select a different map channel so the main unwrap isn't overwritten…
Hello all! I'm relatively new to this forum so hopefully I'm posting this in the right place. I have created a large Photorealistic, Premium PBR Texture Library. Check out this video to see the PBR Materials in action: https://youtu.be/tWmZLmbgPZU Go here to view detailed material previews of every material within the…
Hey guys My first post here, and I've been struggling a little with handpainted textures and generally trying to get that stylised/lowpoly look. I started trying to make handpainted textures about 7 weeks ago and I have no drawing background what so ever, and whilst finding some really useful tutorials I still find myself…