Hi Guys, My name is Matheus, and I am 3D stylized artist expert in modeling low poly assets(props/environment) and mainly looking for projects with hand painted textures(props/environment/characters). B) Games like Diablo 3, League of Legends, WOW , Battle Chasers are examples of similar my style.…
Hey guys, this is my first time here in Polycount, also creating texture. Lately I've been deciding to make my own game art, it's been difficult but a satisfying job. I was watching some tutorial but it is very "desert" on youtube (to specifically find that kind). This is a piece I am still doing, but I am not very happy…
Hi, We’re a small UK based Indie Studio developing a 2.5d digital card game. We are currently looking for one or more 3D character artists who specialize in modeling and producing hand painted textures and specifically modeling creatures. We may hire more than one artist as though we would only require a model or two from…
So I just made my first material in Designer and I exported it for use in Maya. Everything seemed to look good until I imported the maps into Maya. I made a dirt texture so its supposed to be brown, but when I export and put everything into my Redshift material, everything is all dull and grey. i'm wondering if I'm not…
Hi, I have two question about marmoset toolbag scripting. I am writing some plugins. 1. I know a slider under the Texture slot can change the tiling scale. How can I get the access though scripting? 2. If I want to capture the screenshot automatically, can I change the screenshot file name by project names? (not…
Hey guys, need some help. I sculpted some wood beams in Zbrush and exported them into 3ds max 2012 for projection mapping in render to texture. Normals bake out fine but i'm having trouble getting the AO lightmap to look right. The first image below has black shadows on the sides. I tried a few other settings and got…
Hey to all, I was wondering if anyone knew of an effective way to function the SceneTexture in UDK? Example of what I mean: I want to blur my SceneTexture, so here is what I did first;return tex2D(SceneColorTexture, ScreenAlignedUV(UV)); SceneColorTexture is declared in UDK already, so I use that to be able to use my STC…
My buddy Aaron has this copy of MAX 5.1. He's been trying to use Render to Texture, but keeps getting this weird MAXScript error when he chooses it from the menu. This is the default installation. I got him to try Chuggnut's customized Bakersfield script, and damned if it didn't to the same thing. MAXScript error on…
Figured it out! It wasn't a RMA textured as I believed (I only thought it was cause that what I read) it was a ORM texture, Ambient Occlusion = RED Roughness = GREEN Metallic = BLUE (Leaving the compression as imported and set to linear color works the best) Now it looks perfect :D
I understand I'm going to be using splines and I'm going to lay it just above the terrain, but how would you go about modeling this? Is it as simple a plane with two dirt textures masks where the wheels tracks are, then opacity where everything else is? Any other considerations? Thanks!