Someone asked me a question today that I couldn't really say a definite answer to... how to make the color shifting paint that you see on vehicles and sunglasses. I did a search and found this tutorial http://www.danielbuck.net/old/index.php?page=paint_tut/painttut but figured I might as well ask here to see if there were…
So I just started learning vertex painting and ran into an issue. The screen shot is of the mesh, and for some reasons it's not showing the textures on the mesh, even though the material is plugged in, and I'm pretty sure the material is correct, I followed Chris Albeluhn's tutorial. Maybe I exported the mesh wrong? I am…
Hi, I made a low poly model with a hand paint texture (just a deflow, without a normal). On all similar models shadows are turned off. How and where do they do it? When configuring the material in a particular program, engine, or where? You need to import the model into the unreal engine 4. P.S We need this…
Hi everyone, Here's a few characters I finished off for a game in development called Breaking Point Standalone. Details of the game in their greenlight page http://steamcommunity.com/sharedfiles/filedetails/?id=711857856 High poly renders are in keyshot, ingame renders are in Unreal Engine 4. Cheers!
So im curious about what steps I would take to get a simple grassy/hill look like this: Should I paint all the grass individually or should I make a custom brush or what? I basically want a look like above but maybe less detailed (I want to catch the general concept but still be time efficient) I would just 'try' myself…
Hello everyone. First post on Polycount, I've been a follower for some time now. First challenge I pushed myself towards completing and quite possibly first piece completed ever without giving it the usual treatment of "saving and forgetting about it". With this one playing around with berzier curves for the wires and…
Hello. Just a quick query to ask if there are any standalone alternatives to Quixel's NDO where you can draw, paint, path, paste and text your way to a normal map?
besides a job standpoint when some companies might prefer one over another one, what's the point of it? most suites can do anyway what another suites do
Hi, We are expanding our team and looking for Experienced 3D Character Artist (Stylized) for Gaming Projects. Key Responsibilities: Demonstrate strong artistic skill and technical proficiency in 3D modeling and high-quality hand-painted stylized texturing for a wide range of characters and in-game assets. Must Have…
whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?