Hello I made just a quick scan last year by my cheap old smartphone - Xioami Redmi 7A. Of some debris from a building renovation i went by by a chance. I loaded it into metashape, did high quality mesh from depthmaps and did texture (generic, mosaic, 8192*8192 px resolution), BUT (!). The texture came all "weirdy" and…
Yes it's quite confusing : First it depends in which render engine you are (top bar) : In that case, choose Blender Render or Blender Render. Then in the View Panel/shading you have two option : Multitexture or GLSL, - Multitexture is use to show texture with only a simple diffuse shading, if you don't have any lamp, it'll…
Hi guys! So I was wondering, should I create textures by myself or should I buy texture packs - I mean those texture packs which have a huge collection of high rez textures! Btw, I am still a student! Thanks!
Hello, everyone! I was wondering on how you'd create large environmental pieces without losing out on texture density? For example, would you create the albedo in a bigger resolution and keep the normals as it is? sound silly, I know. To be clearer, when I say "large environmental pieces" I meant those non-modular pieces…
Atlases are made from packing a series of smaller textures into a larger one. Their main purpose is to make dealing with many small textures easier for the artist, and to improve performance (loading one larger texture can be faster then loading many small ones). Textures that are packed together in an atlas should have a…
Can someone tell how close Unreal path tracer could be to Octane or Red Shift for rendering images , textures, backgrounds ? I am quite tired of Octane quirks lately . So would like to ask if anyone use Unreal rather not as a game engine but more like a regular renderer? Can it output usual AOVs and do render layers ? I…
Heya, Just because "4K" (meaning 4096*4096 really) is a thing doesn't mean that using "4K textures" is necessarily enough to carry something like a full character on screen. If anything, conservative/old school techniques consisting of splitting sheets logically and tightly is very much current and will not become…
Transform a textured low-poly 3D mesh into a detailed high-poly sculpt so I can bake normal map. It's a chibi but has defined muscles, you should have strong knowledge about man's heroic muscles. We will need a zbursh file, progress images, or a video of the making process (so we can use it on social media). Budget: $150.
This isn't the best way to describe the difference between a tiling and a non tiling texture. They are both texture maps. The non tiling one can be called "unique" texture because its unique to your mesh uv layour. The masks can be created in Substance Painter. Look up layered material workflow with SP and UE4. There are…