Hi Guys! I got a question about the HighPoly Texturing Process in dDo. Is there a Video Tutorial about how to texture a HighPoly in dDo? I dont understand which normalsmap to use? Have i to use the normalmap which i would use for the LP Mesh? Is this not a bit stupid to lay down highpoly normals on a highpoly mesh? I…
Local Dallas university is looking for a professor of lighting shading and texturing using the Unity game engine and Maya. Experience with those packages preferred however if the candidate has other software(s) experience that is fine. We are mainly looking for artistic talent to teach our students how to light, texture…
I'm not too familiar with the ins and outs of Agisoft, but I'm seeing that when I build my dense cloud, the data is very clean. When I create a model, the texture seems to lose a ton of fidelity. I've tried cropping the mesh to something just usable space and upped the texture res to 16k, but I'm still not very happy with…
Is there a reason why you can't put all your textures in the same root folder as your mesh ? As that would / should rectify your problem ? EDIT : Alternatively ( which is a slightly long winded process :( ) : - Save your file as a Maya ASCII, .ma As an example, let's assume you have an object called Test.ma, which sources…
So I am currently working on a porsche 911 rsr model and I would like to render it in UE4. However, when applying the textures to the model in UE4, the base colour is wavy and pixelated. In Maya and substance, it is completely fine. All of the UVs have been unfolded. I thought that it could be a triangulation error, but I…
The Gauntlet you mean? I deleted that, I am going to work with gloves and maybe at the very end if I have time and I figure this out, I am going to try and make the gauntlet. Right now my main goal is to texture everything with the same or close to the same res I was working with in zbrush. =\ I am having problems with…
I'm trying to create a shader that will blend two materials together with the top material being blended based on a simple world rotation mask so that if I rotate my mesh the blended material will always appear on top no matter the orientation. I've created the mask but have no idea how to use it as an opacity / alpha mask…
Hello, our mobile game studio needs a few talented PBR texture artists who understand how to create smoothness, AO and normal maps, along with diffuse textures that look stylized and not photo-realistic. If you are interested, send me a direct inbox message with a link to your work/portfolio. Below is a rough example of…
Please don't use PNGs. Your 3MB source files (which are excessive to begin with!) turned into 16mb and 35mb files when they were attached. More info about PNGs here in the sticky Information About Polycount & New Member Introductions. About the texture, wallpaper doesn't need a normal map, nor ao, nor height. Those are…
Assuming you can use whatever technique you want (custom texture excluded), I'd go with vertex blending. If you only want to have 1-2 broken walls then i'd maybe even think about using a custom texture, you could even use a tiling texture on the not broken part and then make a custom strip with the broken look that blends…