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Re: texturing tutorials
Reply by
tonyd927
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Aug 2013
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General Discussion
I guess im targeting more specificially how to create plastic metal and wood diffuse/spec/gloss
2 results
Re: UDK alpha issue
Reply by
Harbinger
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Mar 2013
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Technical Talk
Use the Dialation Photoshop filter that xNormal comes with. It will bleed the pixel colors of the edge of your diffuse and eliminate that edge.
Re: Far Cry 3 Bow
Reply by
Grimm_Wrecking
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Aug 2013
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3D Art Showcase & Critiques
Sweet work, any chance we might see a naked shot of the diffuse? (without the presentation layer composite)
5 results
Re: Vahl's work thread (aka wtf have I been doing) - Large pics
Reply by
HAL
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May 2010
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3D Art Showcase & Critiques
Sweeeeet stuff. I really like the metal on that gun, do you mind sharing the diffuse and specular with us?
2 results
Re: Martian Astronaut WIP
Reply by
timwiese
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Jul 2008
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3D Art Showcase & Critiques
With the amount of detail you put into your diffuse textures, you could get away with textures that are 512x512 or less.
2 results
Re: Steven Gerrard
Reply by
CMB
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Jun 2006
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3D Art Showcase & Critiques
It's all looking good but your normal and diffuse maps are not contributing any texture. It makes him look unhuman.
2 results
Re: Self Illumination
Reply by
cholden
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Sep 2010
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Unreal Engine
If you plug the diffuse (texture) into the emissive in UDK's Material Editor you can achieve this effect you described.
Re: The Unearthly Challenge thread
Reply by
adam
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Sep 2008
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General Discussion
The specs are in! 200 tri 2048x2048 diffuse only no post processing except for BLOOM must contain a crate GO!
Re: Elizabeth St Project: ANA & Fire Hydrant
Reply by
drunkill
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Oct 2009
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3D Art Showcase & Critiques
Texture is at around 80% done (diffuse anyway) I'll start working on the normals and spec maps during the week.
Re: modeling and rigging (some nudety) wip
Reply by
KDR_11k
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Mar 2005
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3D Art Showcase & Critiques
I think the main factor contributing to the realistic look are the diffuse maps. There's lots of color variation on her face.
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