I'm working on a project in Max that'll end up as a large format print. I'm using Max to create a 3d distortion of an image that'll go on the side of a Semi Trailer. I need to load a texture that is 32kpx x 14kpx. I've already generated the initial image, and rendering that image out once it's in max won't be an issue…
there is no "magic button" like Make PBR texture or Convert to PBR. If you looking for texturing from photo resource, just use the traditional tutorial. there are many good tutorial out there. PBR is a different concept, not a totally new and strange stuff. you still can use photo resource and make texture very similar way…
dDo tends to give off a very particularly look and feel where you can tell that it was used. I think it's a great tool to use to get a base texture done but maybe you can try to make the textures yourself (either from scratch or using these textures as a base and expanding from them), I think it would be interesting to…
Hey there Everyone. I've got a little problem here I think you might be able to help me with. I have a group of characters I'm doing, and I've been asked that they have one texture for the body (full body) and another separate texture for the face (to allow for Texture swapping for expressions). Now, They didn't allow me…
I'm trying to make a texture for a model in tf2 with gimp, and I want some of it to be transparent. This is done by editing a text file that tells the model to use the textures alpha channel. things in the alpha channel that are white are transparent and things that are black aren't. But I don't really know how to edit the…
So I'm using max 2010 and I have a prop completely unwrapped and textured but now instead of it sharing a texture with something else, it needs to have its own texture. So this means instead of it using a 512x512 it needs to be 512x256. Here is the issue. How do i get max to just "crop" that extra space WITH OUT having to…
Say u have a texture u used in a scene, is there a way u can search in the material ediror by entering the name of the texture say ''metal_478.tif' and 3dsmax will select or name the objects/materials using that texture?
Hey all. I'm curious if anybody has any tricks as to how they would go about mapping a tiling texture on an angular u-shaped tabletop (desk) shape. I've been able to get close to my goal with the basic planar mapping built into maya, but what I really want is for the UVs to be perfectly unfolded onto the texture so I don't…
With the above texture, you need to slice up the model wherever the texture is meant to repeat. Then take each segment of faces and UV them to fit within that wood-plank section of the texture. Make sure you leave a bit of room all around the edges of the woodplank texture... don't UV right up against the edges, otherwise…