We are currently expanding our horse mobile game. We now require fantasy / magical textures made for our Arabian horse model. These should be in a hand-painted style. Job outline: 3 fantasy / magical textures for the new Arabian horse breed. This includes the horse body, hair, horn and wings. All models and UVs will be…
We are looking for 3D Moderler / Texture Artist to join our art team, helping out with 3D modeling and textures. We're looking for someone who is:* Eager to learn – someone who is hungry to grow as an artist and professional. * Fundamentally sound – solid understanding of anatomy, composition, lighting, and color value. *…
Hey! Me and a friend (sup johny?!) have decided to make a couple of low poly heads for practice. This is my 3rd head texture and your feedback would be appreciated. -Polycount 500 tris -1 texture @ 256x256 Wires The early stages
I've created a VR scene and want to bake any information into one single texture so that I can use Unity's unlit shader for maximum performance (Android and iOS). Is there a way to bake specular highlights or reflections? I know that these would normally depend on the camera position but there is no camera when using…
UVW Map is HUGE for tiling textures. You set the size, or fit. if you cut the polys to be textures before applying the UV's, then Fit does a lot of the work for you. Fit it, then set your Width to whatever the Height is (assuming the map is square), and it'll tile correctly. Then jsut shift it left/right till it lines up…
Been playing god of war and was inspired to make a project. i dont have much done right now, im just starting to texture one of the main assets and I dicided I want to get to the bottom of a problem i've been having for a while. My textures always seem really low res, i can never get any small height details to come out…
Hello Polycounters! I've been trying to get a grip of this 3D-stuff for almost a year and I am currently getting ready to apply to a school! I have less then a week left until deadline so I need your help and expertise now with the textures as I feel that's what I'm struggling with at the moment! I'm feeling pretty…
Hey guys, So whats the best technical approach in SP to Re-use same texture maps on differet asset? For example: I want 3 medieval buildings to share the same texture
The strokes and overall painting looks pretty nice, I'm wondering about what looks like a cloud/different cloud layer pin-lighted over it though. While it may look nice up close texture wise, I have a feeling that marbley cloud layer is going to cause some very obvious/not so great tiling when placed as a repeating texture…
I think you're thinking about this wrong. Do you want one texture for one building or do you want texture sets to use aa multiple materials within an engine/renderer? Basically think of substance painter as 3d photoshop where the end goal would be to get texture sets for objects. Think of B2M as a way to extrapolate PBR…