I know it's a noob question, but why would you want to do anything but texture a mesh in the 0-1 UV space? For instance, say I wanted a mossy tree. Couldn't I just unwrap the tree in the 0-1 UV space and uniquely texture it getting the same result as if I used a composite of a tiling bark/moss texture? I'd use less…
Hi there, I have this strange issue when details from the low poly are baked into my texture as well as the high poly details. The model is smoothed and everything seems to be normal in settings, does anybody know how to solve this problem?
I have started planning a texture layout for a building, and I am aiming to keep texture lookups (and thus draw calls) as low as I can, with horizontally tiling textures. For my needs right now, I have 2 1024*1024 textures, one with a tiling wall section and one with a bunch of different paneling & trim pieces (think sci…
Hello. Let's say we have a model with two textures assigned to it: Now imagine this object is an apartment or a tree or something that will be copied several times in a scene and will be used in a game, Also the green texture will be used in some other object,Should this model use one texture 2D (which would be a texture…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
Can someone clear something up for me? If Im using a majority of tiling textures and trim sheets in my game, how does texture atlasing come into play here? Also, all of my tiling textures are authored at 2k resolution and my meshes are scaled to match my texel density I have determined. Am I doing this correctly? I have a…
I downloaded an object made up of flowers from the internet, together with the object there were 3 different textures attached for the different types of flowers. When I open the object it is a single block and if I try to drag and drop the image on the object it applies it to all. If I try to explode the object, thousands…
I want to model and texture a flint stone wall. I want to produce a high poly wall in Mudbox and then then a low poly in Max. The wall will be an individual object, so it will not make use of modular pieces or textures. But I'm unsure how to go about it. So I wondered if anyone out there could tell me how they would go…
Hi
everyone, I hope you guys can help me out. I’m right now in the planning of a retro 3D
game made in Unity3d and I’m having some headache with the 3D-models. I want to
include a “playstation 1”/ 3D retro art style with pixelated textures on the
models and environment. But I’m struggling with these kind of pixel textures…
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…