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…
Hello - i'm Adam from Playdead. We’re an independent game company based in the heart of Copenhagen, Denmark. We have made two critically acclaimed titles, LIMBO and INSIDE. Our current project is a 3rd-person, science fiction, open world adventure set in a remote corner of the universe. We are looking for an experienced…
Hi, I'm Sebastian of Indelve Studios. We are developing an aerospace business sim and are looking for someone with experience in 3d terrain creation and most important terrain texturing. If you are interested about the job contact me at my email: sbourre@indelve.com so I can send more detailed info. Thanks! Sebastian…
Hello, just a quick question I am working on a scene here and I need to start modeling and texturing some large rock formations and cliffs, I was wondering what would be the best workflow for this? I was possible thinking Model out the silhouettes, and then take them into z brush and sculpt them out, but im not sure if…
I am developing a short horror film (mixed live action and cgi) that based around two little goblins. To get a better idea of where I will need to set the budget, I would like start receive quotes related to the work that will need to go into creating the creatures - high poly modeling, texturing, rigging, etc. Below is…
Need some help, having some issues with 2 parts, materials are applied correctly. UV's seem to be layed out correctly (no overlapping), but the textures seem to bleed into each other, anyone have any pointers to why this is happening? Thanks. Software used: Maya. Substance Painter