I've been "out of the game" for a while and want to share some work! If you have any thoughts or critiques please feel free to share. I'm starting off with a hand painted river rocks texture, so I wanted something shiny and water-worn. Halfway through my rocks looked like gleaming potatoes. So I've tried to clean them up a…
Hey guys, beginner here and was wondering if anyone had something like this but for the human body: http://gurneyjourney.blogspot.com/2008/05/color-zones-of-face.html I've been looking everywhere but can't seem to dig up anything. The closest thing I found was another polycount thread where one of posters mentioned that…
Thanks Sweetangel, I'm glad there's a noticeable improvement :D It's not annoying at all. I use 3D-Coat for everything unless it's a tiling texture. I just do those in Photoshop. My workflow is similar to the one on Kelvin Tan's Gumroad tutorial for his sci fi rifle. -I start by baking an AO map and putting it on multiply…
subdividing and triangulating the mesh before export has fixed these problems for me. also, using FBX instead of OBJ made a difference on my last project. mudbox also dislikes mirrored UVs to some extend - in 2013 i had a fair few crashes when using paint mirrorX on a surface with mirrored UVs. but mostly the troubles seem…
Hey all, So I wanted to see if anyone could pitch me some advice on how to go about creating a hand painted look while making use of various other maps that hand painting would normally already include (such as lighting and spec) I wanted to see what people various workflows are and how they might differ. Thanks!
Hello everyone! I am working on a game for school and we are in the very early development stage. I have a base character and a rig for the base body. I would like to be able to add whatever shirts and jackets (separate meshes) to this base character rig without having to paint weights for each accessory I add. How do…
Ok, so here's my dilemma. I have a detailed character model consisting of several individual pieces ( it's a robot). After roughing out the basic designs for the texture I'm realizing I should probably break down the textures even more from 2 to 3 separate maps to get the details and resolution I want. It is possible to…
Oh my.. Alma Tadema was a joy to me in the 80's ever since running across a catelogue of his work from an exhibition They put out a huge books in the late 80's early 90's, of almost the entority of his work , opriginaly the book was 80 dollars, and then it went out of print and it always remained just abov what i could…
Recently saw some nice work doing a water mill with a single 512x512 texture (specs given) and decided I wanted to see what I could do with a limited texture space. I've only done a small number of hand painted props and figured this was a way to get better at painting in general and was just a fun way to do so. There are…