So I want to try to make a really low-poly spaceship in the style of the old x-wing/TIE-fighter games. Got any tips? I've never really made a texture like that before, so I have no clue what I'm doing. Here's an example of what I'd like to achieve (the top one):
Hi folks, thanks for checking this out. Im looking for a modeller and texture artist to help develop the environments for my game, Cyber-Wing. I cannot offer any direct monetary compensation at this time, so you would be working for prestige and glory alone to start with, but hopefully real soon you would see some money…
Hey guys this is my First post on these forums would just like to start off by saying im so glad i found this website, So many talented people on this website with such mind blowing Art That being said i would love any and all advice to bring my material up to the next level, This small Arch way is part of Bigger scene im…
I just noticed (again) inside marmoset that textures can be tileable i was wondering when this should be usefull? especially when using substance painter you can also define that?! Maybe i am wrong :-) i just saw it for a skin material once
This is a work in progress and I thought I would post it as my first submission. Working on my stylized texture painting! And yes, the wagon design is from WoW. I have yet to use any programs where I can paint away the seams, so as of now Im just using tedious techniques in photoshop to attempt to minimize the noticeable…
Hello! My name is Pontus Ullbors and im looking for some feedback on my porfolio which i just got up and running: www.ullbors.com Don't know if it's kinda wierd to just have environments and handpainted textures. But thats what i enjoy doing the most and hopefully what i'll get to work with when(if) i get a job :) C&C…
Hey guys, I tried searching for this but was unable to find any answer. Does anyone know if it is possible to get anisotropic texture filtering in Maya's viewport with HLSL shaders? I just started out learning coding HLSL shaders and I cannot get it working. Could this be a limitation in Maya or am I doing something wrong?…
we're currently working on a project where we use mental ray to bake the lighting. what would be really handy is the ability to bake from one UV set to a new one- so I could set up the tiled textures as usual, then that gets baked onto a uv set where there are no overlapping uvs. is this possible? I've been rooting around…
Hi all, I have been working on a car model for Film and TV. The model is 300k polys with no subD and is UV unwrapped. My question is should I sub divide before or after texturing the model for best results? I'm torn between what to do as they both seem to have pros and cons. I'm also unsure what the usual practices are in…
Hey guys Is there a way to paint photo textures as normal map/displacement map from texturingxyz Onto a model in Substance Painter like we can in MARI?