Hello Polycount! I've recently completed this gun model for the most part, this was a big practice project in terms of hard-surface modelling and topology, as well as realistic texturing. I'm looking for feedback on those two things for the most part, especially the topology. My workflow was the classic modelling a…
Dear Polycount Forums, My name is RJ Nadeau and I am the CEO of Moya Games, an indie game development company. We are currently developing a 3D MMORPG game using a very attractive style and gameplay. We are currently in need of highly experienced texture artists who can work with us in their free time on 'pay on…
I have some unique color textures previously created in Photoshop that are fixed at 1K or 2K. These used the pre-PBR AO and Cavity multiplied over the diffuse layers method. I know that I can delete the AO and Cavity layers (save them out separately). I'm updating some scenes to the PBR workflow using Substance Painter. Do…
Hi, I working on my portfolio at the moment and I'm not really sure for what vert-count & texture size I should aim. At the moment I working on a small weapon laboratory scene in UE4 (like the ones in Deus EX: HR). The goal is to create a small FPS enviroment (one room so far, ~ 8x8 meter in real) with some interactive…
hi! @kingkellog this software works by nodes, each node generate a llitle piece of the final texture, also you can make changes on the fly to generate changes of the texture, allowing use one single substance for generate variations of the texture, you can learn more in the webpage of the software, and in their youtube…
Got it. For some reason this is missing from docs. Docs include code for GLSL_4 that only works in swatches. The code for GLSL_4 uses the texture node: float3 t = texture( SFX_TEXTURE0, float2(UV.x, 1-UV.y) ).xyz; While OGSFX uses the sampler node. float3 t = texture( SFX_SAMPLER0, float2(UV.x, 1-UV.y) ).xyz; Problem…
Um. So you have a bunch of modular pieces that share the same textures, and you want to add ambient occlusion to that? You... can't, generally. It'd be best to turn the AO on in your Beast lightmap bake settings, and let the AO get baked into your lightmap. If you want them baked into your diffuse texture or something, it…
I'm a bit confused.... What other site do you know of the offers extremely high resolution textures (some that already tile) with the proper diffuse weight already tuned in. Did you expect them to texture your asset for you too? lol :tongue: These aren't mean to be final textures, just a really great starting point.…
Personally i would save the packing of the spec until after the texture was finished and i was making final optimisations and the same goes with the resizing. I work genrally at 2k and then resize down to whats needed after everything is done. This also gives the advantage of having larger textures if needed. :) And i…
Ok been doing a bit of research, I haven't found a specific answer but should I be doing it a similar way to how SpeedTree handles textures? Can I use a second UV channel for the tiling bark texture and put the foliage in the other channel? Is this how it should be done or is there a better way? I've gone through like…