Regarding the texture creation process you might get some ideas by checking out the polycount wiki. I would start with the diffuse, then create a matching normal and specular last. Also, I would isolate a small testing environment, like a house? With the diffuse you could blow up the original texture to desired resolution,…
here is my script I want to assign that blinn material in my script also as you can see in the image. // delete window if it exists if ( `window -exists jayantsWindow` ) { deleteUI jayantsWindow; } // create a window with a menu bar window -title "3DGhost" -menuBar true -w 220 -h 200 jayantsWindow; // two frame layouts…
Hey guys, this is actually my first post here. So if im doing anything wrong, or posted it in the wrong section please tell me. Anyway. im trying to model the back of a flash light and im teaching myself to create clean topology every single time. In below image you can see clearly a Ngon in the small curves. in the smooth…
Hey guys! I've uploaded a 14-part video tutorial series on Gumroad for creating tileable textures within 3Ds Max and ZBrush. The course goes over some planning and preparation stages as well as the base mesh modeling, sculpting, decimation and eventual baking within both Knald and xNormal. I also talk about how we can use…
What would be the best method of getting started on creating a pile of rubble & debris inside of Maya for use in UE4 games? How would the models be created? Multiple meshes combined with a single UV map? How would the texture be created?
I created a trim sheet that I would like to create a displacement map for so my trim pieces can have some depth in UE4. What would be the best way to go about this? I tried to bring my HP trim sheet layout into zbrush, but when I click "create DispMap" it gives me a really bad looking map. Am I missing a step? What would…
Crytek has a great road editing system for their terrains. However even if you were able to export the mesh, there would probably be licensing questions to contend with, since you would be using their toolset. I created roads for a bunch of terrain a couple years ago, and did pretty much the manual method. Went pretty…
We are creating a animal model that has fur for a new game. We are creating it in Blender and will import it to Unity. We are going for an midpoly aesthetic similar to Breath of the Wild/Everwild We are trying to create a fur texture on the mesh but it keeps coming out odd and too pixelated. Can someone share an…
This tutorial has been written originally in French, here is the Google Translate version (french version: https://zestedesavoir.com/forums/sujet/6759/guide-la-creation-de-textures-pour-les-jeux-video/ ) We will see in this guide how to create a stylized texture of professional quality for a video game. We will need to…
Hello guys, I am currently trying to create a mountain range for my terrain project (using Instant Terra, but if you are using other software please share your approach still!) but I am struggeling with getting it to look belivable. What I am aiming for is something resembeling this: The closest I have gotten is this: As…