Artifacts keep on appearing every single time I try to texture anything in mudbox with any file format. My specs are Acer G185HAb 19 asrock extreme 3 gen 3 amd hd 6950 2gb with the amd 13.10 16gb ram i7 2600k corsair tx 650
Hey polycount. Is it time for another comp character art comp yet? I would like to suggest 2k tri and 1024 texture limits. Diffuse / Spec. If anyone else has other preferred guidelines lets collaborate. Also if there is a spot on the forum for this kind of stuff, let me know. :)
Looking for someone to convert a bunch of mid res Character into Lowpoly mobile specs. The highpoly models already exists, so its basicly just; retop, UV and bake. Nothing glamours, but should be pretty quick and easy process.Pm If your interested and want more info. Thanks!
Hi all, I am looking for someone to create this tugboat. Up to 20k polys 3k Collision mesh 3k lowpoly LOD mesh Max file perferred, Maya OK. 4096x4096 Diffuse with AO Spec Normal Please send me a PM with a link to your portfollio and asking price to complete this model.
I'm currently in the process of building a cartoony viking ship, I guess in a World of Warcraft style. I'm wondering what the texturing process would be for the ship. Should I create a bunch of tileable textures to cover the ship? If so what size specs should I shoot for to keep in in that Warcraft realm. Thanks in advance.
This is A (male) character for A video game that I am making, My Poly limit is 12-15k tris, It can have Five 2K (2048x2048) texture maps Diffuse, Spec, Normal, AO and Gloss. Let me know what you think, Any and all input is greatly appreciated.
I'm starting a new character I don't know if I'm gonna bake the AO and use it for a diffuse only model with mobile specs or go for PBR and 15k poly in marmoset Anyway, here it is, the cloth and legs will be changed, I also need to add asymmetry and more details (maybe rings in the ear or whatever)
first, I have to say, in my mind I have been updating this more often... Textures are very wip, an no spec map yet, just started on roughing it up Thank you Southpaw Sid and Alberto Rdrgzfor the kick in the ass!
i checked it out yesterday. tossed the normal map in udk with just a grey diffuse and used a mix of the red and green channel for the spec.. it looked fine to me. i did have to bump up the normals a bit in photoshop, but nonetheless it was ok
Awesome, I have actually been meaning to look up how to get that effect. As you said it would go perfect with the stairs and I originally wanted that effect for the overhead light. That does make sense and is quite a simple change for the spec!