Hey I'm in to making characters and want to know some good techniques, tutorials, or applications for texturing them. I went to school for game dev. but that was not enough. They taught me some techniques but the program needed more texturing classes. When we had to make a character they gave us no texturing techniques for…
Hi! Baking can be pretty tricky to wrap your head around, but rest assured it's a logical process you can break down to get right every time. There's a healthy number of stickied threads to help you with many questions you may have now and down the line: 1 2 3 4 There is also the wiki :) To answer specifics. 1) No, a high…
If this was a 3rd person game and it was background detail, I might see if I could get away with hotspot texturing with decals for the labels. Wouldn't do that for a first person cockpit. For first person, I'd use a lot of geo to control the normals and shading for bevels and not try to bake that out.
I took some time to write up an article about formal art school training. I'd paste it here but I'm still editing, so I'm providing a link to my site version which will be updated as I edit. This is much more applicable to US schools, which is where I have the most experience so far. Comments, suggestions, input, flames…
so i think i´ll leave her at this. here some more shots for you guys: for the textures it was way more iterration then anything else, since almost nothing initially worked like i planned it. learned a lot though :P for the dif the most usefull thing was definitly references, not only photos but also from different artists.…
looks pretty sweet! cant relly see the specular however, maybe you could go to lighten it up on the darker metal with maybe some orange-yellow or blueish hues? The transition from spike to shoulder pad seems a little jarring, could maybe go for some additional detail there, of either an indentation, bolts, extra metal…
problem is some of the packs are terrible and you don't get to choose them most of the time I have had packs where the high res model has a normal map on it for the details ie they have just taken the MD triangulated model in to substance and detailed it. so then trrying to match a retopo version becomes really tricky or…
Let's say I'm making a sci-fi crate. I want to assign flat colors to my hi-poly crate (red for bolts, green for metal, blue for everything else) I want to do this because I need a flat color map for dDo. How do I do this in Xnormal? Edit: BTW, I'm creating my hi and low models in 3ds Max.
Here's the current textures I'm using for the whole thing. I'll probably double this by the time I'm done which isn't too bad All the textures are hand painted including the normal maps. It was too complicated to try and bake a normal map down when my texel density is about 32px/meter. I pretty much just painted specific…