Haven't posted an update in a little while, so I'm sharing the low poly of the jacket, UVs, bakes, and textures. Once the mentorship is finished, I'll go back and work on the rest of the outfit. But currently, I'm working on a character portfolio piece. :)
Other texture maps (height, AO, etc) are often packed into the normal map alpha channel. If you don't need to put anything in A, you can change the dropdown to RGB.
"I just make the textures entirely in Gimp (besides occasional temp edits just for visualization in Blender of course)." Ok well my compliments!I've been a member here since 2015, now if memory serves it's a first for myself replying to a thread where an artist is actually using an image editor to texture their work so…
Great work Azlios! Looks really cool! A bit late but here is where I got with the stylized environment. I got everything textured and spent a lot of time messing with the lighting in Unity. I still need to figure out a shader for the wet floor and add in the dirt and foliage. I think that will help break up the harsh…
Hi guys, in this project of mine I almost gave it up on trying to finish it, there is this error that doesn't let me paint correctly, the texture I imported moves around when I pan or zoom or add elements on top of it, it's simply frustrating. Can anyone spot the error? I am a beginner and the lack of information online…
Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
Hi guys, i want to make a 2k texture with 512x512 decals on it (16 decals total). how can i manage to get just the right decal i want to have when i act with the decal function in the engine itself? i think i need to pan to the right position but how?
I'm looking though the Metal Gear Solid assets to see how things were done back in the day and I can't figure out how the texture shading is done. The texture fades to black along the bottom of the ceiling rock where it meets the wall: But I can't see how this is achieved. It's not a different texture: it doesn't seem to…