the version of photoshop wont necessarily help you make better textures, although i would always recommend using the latest version if it is available to you (in this case cs4) What kind of textures are you looking for help on? hand painted hard surface etc.... if hard surfacing i found that the racer445 and stefan morrell…
Lifeover Not sure if this is possible anymore in Zbrush 4r7 or people do it that way anymore. I can only presume the reason is, this would now be achieved (and cleaner) by storing a morph map, then with surface/noise or drag out a repeating alpha on the surface and then using the morph brush to erase as shown. Obviously…
Gonna have to add some more shadows to them. Also need to make them kind of shinier and more reflective but don't really know how. Pro tip: Surface, light, and render your model normally (i.e., using shaders for metal/flesh/whatever surfaces) and use the render as a basis for painting your maps. (Or, to put it another way:…
Update: At least for me, the concept is lacking, but I want to figure out the basic workflow to this so I have confidence going forward with more complex objects. I personally am still incredibly perpelexed and furstrated about going about hard surface detailing, or creating hard surface gemoetries of complicated shape and…
Hi teddybergsman, thanks for sharing this wonderful script.:thumbup: As stated by xXm0RpH3usXx already, there seems to be a problem with the tile feature on the cobblestone preset. However, if i turn of the "Surface Bumps.", "Smooth Surface Texture." and the "Main Features."(after applying the cobblestone preset) layers i…
Check to see if you don't have any overlapping surfaces, or 'non-manifold' surfaces. I think stl-check in max can check for things like that, but I'm not certain. In any event, it looks like you may have doubled geometry somewhere, or at least an edge with more than two faces. edit: and if you used a bolean operation to…
I meant hard surface/inorganic subdiv, where you have to put loops near the edge to get a nice hard surface. When I tried Silo long ago I believe it you couldn't slide the verts along an edge so I thought it was only good for organics. Loved the tweak function though and still waiting for something like it to appear in…
it's a bit cumbersome to explain, but easy to grasp. that's a case of normals not being captured on account of being completely perpendicular with the low poly surface. it works with the edges smoothed because the normal is averaged and not at a complete 90 degrees to the low poly. poop explains this well in his tutorial:…
Very simple, just maps out of Substance Painter plugged into their appropriate slots. I've tried with no maps except just the normal as well-- the same issue is present. (The first post actually has images with just the normal applied) I'm starting to assume it's something due to how the renderer traces rays from surfaces…
I would use tiling textures for the main surface material, and then you can create a decal sheet for all those carved details, plus a tiling detail normal. A tiling detail normal map is usually used on large surfaces to get really fine detail where a baked asset would fail due to low texel density. The important thing here…