I am getting aliasing between 2 circular shells, here is the model (in SP): This is the UVs in SP: The exported textures look like this: Note the green has transferred over to the pink and vice versa, creating the aliasing effect you see in the first image. You can manually fix this in Photoshop: To get a result that looks…
Have you considered partnering with an artist, with them doing the textures? It sounds like you don't really want to learn how to make textures (although maybe I'm misunderstanding you). If that isn't an option, I don't think there is a 'standard' way to do what you want. I would suggest experimenting with various things…
Hey guy's this is actually a really noody question but I kind of just went with it until now. Texture sizes, which ones are the most common? I'm not sure if this is completley wrong or fine but I've always used like 800x800 since I was it in a tutorial a long time ago -.- Can somone please elaborate on this? I'm guessing…
I think "common" are all types but they have all limitations. Theoretical 3d scan or photograpy is the "easy" way, but you need a real life template and so it can be very hard to find or not exist. With hand painted texture you have the freedom but it can be very hard to make good looking textures. Often it is a mix like…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
Hi! I'd like to ask you about an advice on sculpting models for exporting. I am making models only for still/static images, because I'm very bad at UV's, retopo and baking out. I'm trying to handle the textures and UV's in ZBrush for a few months now, but it just doesn't work - I've spent a lot of time to learn from the…
Hi, I am fairly new to ZBrush been using for about 6 months. I created a 3D model using photogrammetry and Agisoft Metashape. I then exported the model and imported it into ZBrush then duplicate it so I always have an original. The mesh is always super dense and untidy so I like to remesh my models. I do this using…
Making your own textures is fun. If you use somebody else's textures without making any major changes to it, your work has no identity. In fact, I would say texture quality is what separates the professionals from the amateurs. If all your model has is a texture that clearly looks like it came from google, it's amateur.
6_Baking of
Mini One First car Hi
3DModelers, Today I
come back to show you the result of baking from Highpoly to Lowpoly model by
getting normal and ambient occlusion map in Substance Painter. An
important thing was to delete the repeated pieces in order to avoid error and
warnings in Substance. Also I baked in different…
Dear All, I would like to ask what the subject means. i read this article: http://www.zspline.net/blog/a-3d-game-asset-workflow-part-i/ and below the "If a single artist works on the asset from start to end, the workflow can be optimized:" you can read "Low poly object hi-def texturing". I wonder what does it mean. In the…