The other thread about new texture tools vs tradiontal art got me thinking, does anyone know of an example of a truly Hand-painted texture set in a game? Like the UV layout was printed and then watercolored or inked over then scanned back in. I wonder what kind of result that would get.
Hello everyone, I have just finished these rocks with the aid of a Youtube Tutorial. I used ZBrush
for modelling, 3D Studio Max and xNormal for baking and texturing. I wanted to
practice the Lowpoly and Highpoly stuff! It’s also the first time I modelled
and textured something! Any feedback and suggestions for improvement…
Hello everyone. This is my first post so I'd like to post a recent project and get your input! I textured these shoes for a contest on Sketchfab. The model was provided and I did the texture in Substance Painter. Looking for some crituque and some tips with Substance since I'm pretty new to the software. Thank you!
I know a few years back there was a multitude of Quick save scripts for textures but it seems that they don't want to work for CC ... or at least after mucking about with QSM, Quick Save Maps and Vtools none of them will work... Is there a new one that does work or a workflow that I'm missing to make saving out Textures…
Hi. I am projecting a texture onto an asset in mudbox and I am getting quality issues. Whenever I project the quality of the texture is extremely poor. However, when I watch someone do it on youtube the quality is perfect. Can anyone shed any light on why this is happening? Thank you Spencer
Many of the 3D assets on Megascans are supplied as groups of geometry with corresponding Texture Atlas files. What I would like is to take these 'grouped' geometry files and break them up to isolate single geometry objects with their corresponding texture maps (from the Texture Atlas files). And then re save these single…
Heya, this is for those of you that have an iPad. Maybe you haven't even considered using it for painting textures, but I'm here to tell you it's not just possible but also a pretty great experience in Procreate. I put together this little guide on how to set up a project to be able to paint seamless textures:…
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
I'm diggin' the texture. I agree with RazorBladder in it being very Gigeresque, but I'm not entirely a fan of the lighting on the metal near the middle area. They're too soft IMO - aswell as most of the texture has very ''soft' edges. I'm bein' a little subject as I tend to go with hard edges on my textures. As I said in…
why no this ? It's the simplest solution. Adding loops adds polygons :p + your texture is totally stretched. If you really dont want a seam, you could make a unique texture for the whole window or just for the angle and try to make it match the other parts border. Imo it really depends on how close you are/texture…