"Really couldn't guess what purpose these are supposed to serve" Well TBH I would say you are looking at this from the wrong end. These probably don't have any "purpose" outside of, perhaps, some shader absolutely requiring some maps as an input, but used on an asset that for whatever reason doesn't need any normalmap…
Hi Everyone, Our texturing process is built upon baking in lighting information and data into a flat diffuse. I'm running into an issue, where normal maps when doing a diffuse render to texture are providing incorrect surface information. It may be easiest for me to illustrate via some simple imagery. Here is a simple…
Key Responsibilities: Artistic demonstration and proficiency in modeling and texturing high quality in-game characters, creatures, props, weapons and environments. Must Have Skills: high & low poly* Character/Creatures Creation * Weapon/Props Creation * Hand Paint Texture & Poly Paint Skill * Realistic/Cartoon Texturing *…
The only way I can see having a really efficient texture atlas for modular environments, is to overlap your UVs. However, I want to create an environment in unreal engine which, unfortunately, doesn't allow overlapping UVs due to artefacts when it comes to building the lighting... So how do you get around this? Lets say I…
I've been looking around for a way to convert Maya fur to a texture and can't find anything. Most of the fur I'll be using is short and lays flat, I'll use planes for some longer areas. Right now my only solution is to use the mopKnit script to make a flattened version of a model and render it flat. But then the seams suck…
I want to get better at hand painting textures, so I figured I would make a thread rather than clogging up the WAYWO thread with my progress. I've been working on some axes that were drawn by Max Davenport (Daven). I used the concept as a plate to make the models but when it came to painting, I made a point to not use the…
Hy guys ! i'm trying to create a matte glass texture for the windows of a car. I've never done this before , so the first thing i tried was using an hdri enviroment and baking the reflections to get a base for the glass look, the problem with that is that there is no way , as far as i can tell, to bake reflections…
Hey guys. Working on a new model and decided to do a quick test-bake and I'm getting some odd issues. In short, when using render to texture the final bake quality is really really low and I can't figure out why.. I'm baking the maps out at 2048x and I'll post settings if needs be but, yeah, results are really low quality…
Edit: I realize that I may have posted this in the wrong forum section - if a moderator sees this I believe it should be moved to 3D art showcase and critiques Hey guys, I am new here to polycount. I was wondering if I could get some critiques on some scifi textures that I have made using Fusion 360 and Substance Painter.…
Work in Progress: Entire scene is on a single 2048 texture sheet with 1 diffuse, spec, normal, and extra texture for different masks and stuff that I will be adding later. Things to do still: -Make a few more props to flesh out scene. -Create ground plane for better and more dynamic layout of scene. I want the street on…