just get used to pack multiple parts of a object into 1 texture. Or even related objects into 1 texture. It has to do a lot with architecture of the engine and game, like how textures are reused and which ones are dynamic like swap able parts of a texture. And yes in the end you want to reduce drawing calls and every…
@Jerc When initially told about Adobe purchasing Allegorithmic, we were told one of the reasons was Adobe has resources which would help Allegorithmic develop tools which they could not do on their own. The developments I can see are; - The ability to use Photoshop brushes inside Painter - Content Aware tiling in…
Thanks for the links, some real cool info to listen to on the process of baking. I'll have to find a tutorial to play around with it in maya, gonna work on roughing out the mesh then I'll go back and look at details. The information on UV/edges rules was also good, definately guidelines that I didn't know about and…
Very cool stuff. A lot of consistent, quality work. My main critique is that your textures often look quite dodge/burny - the shadows hit black too early, and highlights go to white instead of more saturated colours... as a result you get a consistent style but I think it could look better if you used more colour and…
The black outlines make me think of Borderlands a bit. you could push the style a bit towards that and texture in some comic style ink, would be neat. Either way, its looking cool!
WhiteEagle: nice 1! Mauricio Cunha: there´s no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uv´s ParoXum: looks cool i feel ashamed to spam you again but hey.. there´s something new going on in there :poly121: ## screenshot from max ( max2008 ) with…
well, 'losing your artistic voice' is kinda up to the artist. Personally I like asset packs that are not very unique and granular enough to add to my work; filagree, alphas. If I can't find something that works I'll just make my own tools, just like when I was a blacksmith many years ago. There's a lot of shoddy asset…
I have found a solution: 1. export the texel density map from RizomUV 2. use it to mask areas with variable Td in Painter 3. use a filter Height Adjust Now to properly set this filter I export a simple plane with all texel densities in my project: say I have 5 different Tds - then I divide this plane into 5 areas, unwrap…
@Gazu , thanks a lot for the comment. Judging by the quality of the models on your artstation, it doesn't look like you need too much help in modeling hard-surface... :) But yes, I understand, Zbrush can seem a bit crazy to those of us used to modeling in our traditional 3d packages. I've been using ZB for organics for…
I see. Nevermind then, thought it was some magical new thing that took your mesh and unwrapped the stuff all nice and neat without having to manually do it. hehehe. I too merge all my objects into one editable mesh or poly and unwrap. Speaking of unwrapping; There's got to be an easier way than how I do it. 1) I finish my…