Hello, I'm currently working on my new asset. I was wondering how can I improve my textures to be more believable. Critiques about model/presentation are welcome too. Any feedback would be highly appreciated. EDIT. Changed bg color to less blackish. Thank you @Ashervisalis for feedback Thank you for your time.
Hello everyone! I created a website for artists and architects that provides free image based texture ref and photo references free of charge. Feel free to visit the page and use any resources to your liking. the website is <a href="https://www.cgstation.net">www.cgstation.net</a>. I welcome all suggestions and comments…
This is the first time I've used max 9 to unwrap something, and my checker texture doesn't seem to update in the viewport.....I thought that maybe it was the file I was working on, so I started a new file and tried again..No dice...Also tried to assign a different material then reapply the checker....nup thats a no-go…
Hello all, I've been trying to render some maps via max's render to texture from a zbrush sculpt and I keep getting this error in the image below. It keeps adding two boxes below the actual UV Layout which are not even there. I've tried to scale the Cage smaller, re-uved it and it still does it. Any suggestions?
I'm working on an attack helicopter model, and while I could avoid this whole issue by modeling the interior of the cockpit, I was wondering if anyone could offer some pointers on painting textures that would allow me to leave the cockpit glass completely opaque while still looking like convincing glass. Any help would be…
I am new to texturing in general, but I have wanted to create realistic heads for so long. I have watched several tutorials, getting the idea that the diffuse skin should have little to no shadows or highlights. But I was wondering, what is too much contrast in skin? For example, would this work? Or is this too much? Thank…
https://ufile.io/cr6rn https://cdn.discordapp.com/attachments/371739937420345354/408278004758741002/unknown.png I have this barrel. You can see it's 300k heavy. I aim to have 2 versions of it. One lower LOD for a far view and one high Lod when it flips over and stuff spills out of it. I dont know how to UV it at all. These…
Hi all, I am looking to create caustics off a chrome material, which are received on a basic plane underneath. I then wish to bake the caustics out as a 4k texture to use as an alpha at a later point. The effect I desire can be easily achieved in substance painter in Iray having caustics enabled with a chrome material…
Hey everyone, I'm wondering if there is a way make secondary normals and albedos scale in regard to the scale of the mesh they are applied to. Meaning if I have two of the same rock and I scale one then the secondary maps will stay the same scale to the world. See image. I made two blocks to show what I'm referring to. The…