Well, I'm new here. This is a character I'm working on; sort of a dark take on the fairytale. 838 polys, and has 1024x diffuse and normal maps. Critique is very helpful - especially if someone knows a way to make lowpoly hands that don't look like bricks! And here is a quick render showing what he might look like in-game.
Hello, everyone! This is my first shot in handpainting. Would love to hear some feedback. There was no specific concept I went by, except for some basic sketches. Diffuse texture is 1024. Initially I planned to reduce it to 512 after finishing, but I decided not to, just so you can see and point out my mistakes easier.…
Holy crap another Arena Net art test! I had no idea there were so many threads for the test on here. I'm pretty close to done with mine, just fixing a few issues with my diffuse and normal maps and learning how to do a spec map. Here's the latest Marmoset render followed by the highrez sculpt.
Hello, our mobile game studio needs a few talented PBR texture artists who understand how to create smoothness, AO and normal maps, along with diffuse textures that look stylized and not photo-realistic. If you are interested, send me a direct inbox message with a link to your work/portfolio. Below is a rough example of…
Texturing request: We have existing 3D models that now require textures. Detailed 3D sculpts will be provided to you up front for baking into your diffuse map. Please see some general reference images below. Priority: 1 - 2 textures per week. Budget: $125 USD per texture Freelance applicants musty include a copy of their…
So if I have one texture map for a whole character, but I want some parts of it to have really sharp specular (metal/plastic), and some parts to have diffuse, soft specular (skin), can I just use multiple materials but one map? Or is the renderer going to load the map multiple times for each material? Thanks in advance!
I have a Lambert material with my TGA texture applied to my model but the Alpha is making it transparent. I use the Alpha to store a spec map but I don't want the diffuse to have the alpha channel applied. The transparency slider under the colour option is greyed out so I can't change it. Is there a way to disable the…
Hi guys. I've been working on trying replicate the look of poured concrete in a wood form and I was wondering if I could get a little feedback. This is just a rough test (diffuse and normal map) to get an idea of how things are coming together. Right now the normal map is a mix of concrete overlay with wood planks and then…
Here's a phurba that I've been working on. I'm currently on the diffuse map, with a spec map and proper lighting to come. It's sitting at 4838 tris and a 2048 x 512 map. I'm not sure whether the painted or unpainted version is better, so I'd like some input on that. I also may change the color of the paint itself if it…
Hi! Is there anyway to view my vertex colors in high quality rendering in maya 8.5? I can see my vertex colors multiplying on my diffuse texture and it looks fine, but when i turn on high quality rendering to see it with my normalmap, it gets all messy. How is it possible to view both vertex colors and normalmaps in maya?