I'm making a character and we've been told to use 2x1024 for diffuse. So I made my UVs and the only once i started painting i realised i don't know how this is going to work. How can two texture sheets be used for just one model? Do i have to assign with multi/sub object or something? I have no idea what i'm meant to do…
I've sculpted and baked a tilling wall texture in substance painter, to see how the two workflow work together : I really need more ram, had trouble with the high poly . Please critique away :waving:
https://software.intel.com/en-us/articles/intel-texture-compression-plugin-for-photoshop Intel Texture Works does the trick, I use it to save DX11 formats for Fallout 4.
Hello. I would like to ask You very big question. How to make good textures ? I am not asking about how to create dirt, scratches, smooths etc. I am asking about WHERE and HOW to place them ? I found a bunch of tutorials about substance and quixel and they were teaching about genereting masks, about user interface etc.…
thanks for feedback. no it isn't. i sculpt this part in zbrush then create a low poly model( in 3ds max) & after that i import the model with maps in quixel suite for texturing. the Third image in my first post showing the low poly model with normal in quixel suite. i think i am too weak in texturing
SNAPSHOT GAMES is looking for experienced TEXTURE ARTIST. We are a video game development studio in Sofia, Bulgaria, founded in 2013, part of Embracer Group. We have released two titles - Phoenix Point and Chaos Reborn. Our latest title, Phoenix Point is a strategy sci-fi game. Now we are expanding our 60+ team in order to…
Hello! I'm currently working on my first character model and I've got a little stuck and I don't want to continue in case I go wrong, thought I'd pop a thread on here just to get an idea of my next step. So far I have my character sculpt done and I've finished my retop. I have my retop in 3DS max as well as my decimated…
Hello fellow Polycounters! I am a Game Art Student and as of late I have heard conflicting messages about the polycounts of next gen models, and there textures. If anyone could help me out and give me some number regarding acceptable counts and map sizes in the following categories, that would be great. 1. Polycount for A…
We are currently working on a mobile game and require a humanoid character modelled, textured and rigged. Project budget: $800 - $1400 USD We will work using milestones and require progress images so we can give feedback, in case any changes are needed. Below is the concept of the character required.
Hi guys, Here I will post my hand painted stuff. I am not new to modelling or polycount but it is my first time making (trying) hand painted textures. Firstly I tried an axe concept from Max Davenport whose work you can see in here: http://polycount.com/discussion/65561/sketchbook-max-davenport#latest And here is the…