Why do you need to apply a displacement map on your high poly ? If you want to texture your high poly for later presentation you can either unwrap it and texture it the classic way or use procedural textures with projected details. Texturing a high poly can be a really complex task and i would suggest you to first start…
Great suggestions and i agree. I would much prefer to pay per texture instead of packs if possible. "For the indie market, texture asset packs based on a fixed number of texture downloads that can be selected from the entire library makes much more sense. That way, the indie developer can strategically select only the…
A rough mech heavy machinery drill and dig concept to explore shapes and exercise modelling and texturing workflow. Modelled in blender, textured in substance painter, rendered in cycles, some compositing in photoshop for presentation in both dark and light setting.
For a 2.5D side-scroller beat'em-up game set in an industrial bio-punk Tokyo. Most of the work will be to "decorate" the environment, creating world props and environment textures according to references. Style is realistic with a bit of grunge. Polycount is > 500 per asset. Textures size is 128x128. Palette is Q1's 8-bit.…
is the asset gonna have Level of Detail meshes? then yes you want those straight. the amount of stretching here is nothing baking/3d texturing can't handle.
The world coordinate 3way projects your textures on the terrain. Remember to use a Texture Object and not a Texture sample if you are using it and the param node adjusts the scale of the projected texture !!! Here is a simple setup (ignore the red markings): There is very little info on this function but it works really…
Sorry for the extremely delayed response, but yes, thats one of the things you have to work around when it comes to painting textures. If you just half-ass a texture, then yes. It will very much show the seam. But if you spend time tweaking and messing around with the overlaps and the texture break, then you can get a…
I agree that modeling is modeling but gaming means you gotta texture too. Environment guys may have gigs where it is separated between modeling and texturing and even then they prob have to show strong texturing skills to get jobs. Character guys most definitely need to be able to texture and since your stuff is stylized,…
Updates you have Finished the last of the modeling from here on out its fixing textures and geo of certain models, adding alphas of grim and such around and overall just final textures NOW WE DANCE! next steps -Fix light pole sizing -Fix seams on stretched wall texture -Texture Garbage can -Finish packing uvs for telephone…