Great the advice you've all shared here, its all been a great help! Last night I had an artist message me, asking for a bit of an update on this stuff. I'm far from the expert of any of this, but I ended up going in enough depth in my reply that I figured I'd post here also, for any new artists stumbling upon the thread.…
I usually use slightly different texel size on different materials. Asphalt having a bit stretched ahead texel size for example so it could tile in a bit longer intervals the way I could put some irregularities in asphalt seam line or tarred seams etc , and some small scratches . Beside of repeating with longer interval…
This Scene is inspired by the Bar Fight scene at the start of Uncharted 3. It is the culmination of roughly 6 or so weeks of work on and off while working on other Uni projects. Most of the models in the scene have textures based off of ones used in the game with some exceptions made like the slot machine like thing and…
could someone in their spare time make something similar to the image below just so i can see what different and better ways there is to create something thats going to be up close. ive used vray and 3ds max with vray displacement map and bump map along with reflection map. here is a reference image here is my attempt
Hi all, I'm making a handful of modular interior tunnel pieces to drop into unity to create a procedural level creation system using the modular pieces. But it's been a while since I've done environment assets and I just wanted to ask, whats the best way to unwrap and texture this: Should everything be unwrapped onto one…
I add my few cents. I consider my self as semi-hardcore MMO player (I play hardcore for several weeks/months and then relax, depends on game). Please not I will be often referencing to Guild Wars 2. The main problem with MMOs right now is lack of innovation, and trying to copy-paste things that worked.. since EverQuest.…
Hello everyone. This is a multi-part question. The gist of the question is, what software do you use to organize and preview your textures, what tagging/naming conventions do you use, and how do you organize these files into categories and hierarchies to allow you to quickly find the perfect texture for the job. The reason…
as far as i am aware, mirroring with the mirror tool or duplicating and transforming -1 x is the only way to bring back symmetry. But even if a few verts are off, if the rest is still aligned it may be fine, depending at where you are in your pipeline.
looks good to me is it accurate? what do i know :D haha so my thoughtprocess was, hey the cheapo way of flowmaps is, uvmapping the strands straight, top to bottom and apply the green map / down vector, why should this not work for the individual hairs if mapped this way?
Hi there, did some testing with 0.42 version. Only doodling on supplied demo models, but here are some thoughts on feel/functionality of tools. Edit: Well - it's easy to ask for features, any way great work so far! This could end up being a true alternative for quick texture painting. Small issues 1. Couldn't get picker…