Hello, I need help making a stylized crystal texture in substance painter, I have been looking all over but I cannot seem to find anything that is free, any advice? Here are some examples of what I wish to achieve: Thank you
I set the padding to max in the UV map section. It went up to 16. I rendered It and put it on the model and noticed the seams more than before. Then I said, "Oh crap, I forgot to click fix seam." So I went to do that, and I saw that you could only do that to the painted texture, not the normal texture map. So is it related…
We're looking for artists to make some painted textures for a 3d tileset we've created. The tileset is mostly cubes with a couple of building walls that will need to be addressed a little differently. We're looking for a fairly subdued look as the attention is meant to be drawn to the characters instead of the tiles. For…
Hello there, I spent my week end to extract and fix the famous map of league of legends, the summoner rift. I do this to study how a good level design is done, the polys and the textures. It was reaaally helpful to understand how its done and to find my own method :) But I don't want this work to be done just for me, so…
Hey guys, not done yet, but I'm an impatient whiner-baby so I am posting some WIP shots. Basically, I am going through some simple RGBA texturing, and a basic directional light, using the Torque Game Engine (kinda old school); writing down my process and reasoning as I go. The purpose of this tutorial will be to show the…
What pmiller001 said is right. I'd also suggest throwing in some gradients over the textures. Also, check out hue shifting. It can really make your textures look rich with colors.
Hi polycount! I'm working on a low poly island scene and I want to make the best use of my texture space. I want to do something like this: http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_01.jpg but I'm pretty confused on how to go about it.
You'd create a set of tileable textures to work with - it would be difficult and largely pointless to create an entire building in Mixer as there's not enough texture resolution to properly display a building with only 4k or 8k pixels to work with. I would recommend looking up tutorials on how to use tileables to create…
Hi there, I'm struggling to understand how calibrated albedo maps are actually made. There is so much talk about PBR, how it's wonderful, physically correct awesomeness. But not even Allegorithmic has any information on how to make a calibrated texture. Let's look at an example. Pretend that I want to know what is the…
What you are seeing is probably the result of mip mapping. To fix: 1. Double click your texture in the Content Browser. 2. Scroll down to the LODGroup setting and change it to TEXTUREGROUP_RenderTarget. That should allow it to display at a much higher resolution in game. 3. You can also change the LODBias setting to -2…