I'm not much of a fan of texture paddings especially if my uvs are very close to each other. Is texture padding nowadays a thing? I most of the time paint my object on 3d texturing programs. I think texture padding is pretty much usefull only when texturing in 2d programs. Should i use texture padding?
Hi, i took a look for the same type of art you are attempting and since the post is years old i figured you could benefit from what it presents: art-station reference img look at the angularity of all the pieces and how it was made. Mimic this method and you'll be spot on with your goal. (i think) For texturing i'd try =…
Hello, How do you bake textured 3D objetcs into a texture ? Howdo you call this process ? For example, I would like to texture the pipe and flatten it into the plane texture. This is what I'm speaking of :
Hello! I'd like to present you my most popular product up to date, Natural Surfaces texture pack. This pack contains over 130 highly detailed textures that depict all kinds of terrain - from dusty desert rocks to swampy grounds, snow and lava... and so on. Pack is divided into following categories: -24 Ground textures -10…
Hi all, Is there a way to tell ue4 to use a specific texture coordinate for a particular mask channel without duplicating the said texture in the material editor. Like plug in different texture coordinates to tile different mask channel in a texture sample?
So this is my first time making a game ready character and I'm already finishing up with the textures. However I think I messed it up. What I did was separate the mesh for different materials sharing 1 UV space. I thought it was a good idea since I don't have to bother with using masks, plus I also see some tutorials…
Created renders of the high poly piece on the low poly in substance painter, with overall good results so far. Texture render: No Texture Render: Texture Render: No Texture Render: Texture Renders: No Texture render: Texture Render: Texture Render: No texture render: Texture render: No texture render: Texture render: No…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…