Hello all! I recently got done with a tiled stone texture that I sculpted in Zbrush and applied to a plane in TB2. I was following a tutorial but this is my first time doing a texture like that from Zbrush. I did it mostly to get more practice in Zbrush and working with textures, so I wasn't trying to match a particular…
I have recently been trying to enhance my performance in photoshop and have had some better results after some practice. I know i would get better if i could get some critiques so here is a texture practice i have been doing. The first one is my first texture from about a week ago and the new one is one i made in the past…
Should you add a colored texture map after applying a normap? or before? I am working on the dress pants of a character model, I've applied the normap on the pants using a phong shader, now I need to add a colored texture map to the pants. What is the best method and pipeline for adding the pants colored texture map to an…
I'm working on my first serious game asset model for my portfolio. I've never done the entire pipeline before, specifically the baking. I had some issues baking, and ended up making every part of the model an individual UV'd piece, 11 pieces in total. And I've been texturing them as separate texture sets in Substance…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
The S texture most certainly not go into a "specular color input" UE4 does not support "specular color" and functions on a metal rough shader model, not a specular glossiness as pictured above. So the texture called S is actually 3 inputs, with each color channel being a different input. I usually put ambient occlusion in…
Hello! I want to preface by saying I would have looked through the threads for this if I knew what it would be called. What I am trying to do is basically having the texture being a static image directed towards the camera, and the particles with the material being the "screen" for it, so as the particles move, they show…
http://www.naughtydog.com/site/careers/environment_texture_artist2/ Responsibilities: * Sculpt and paint textures required for rendering physically based game environments * Construct shaders using a proprietary in-house material editor * UV layout for tiling and 0-1 mapped textures * Match art styles defined by the art…
Hi Polycount! intro: I've been a longtime lurker on Polycount, but haven't ever posted my stuff. I'd like to change that, as I've got a topic i'd love to discuss with the broader game artist community: Color ID maps (#colorID maps)- why they're possible in other programs such as substance Painter, but not feasible in UE4…
Hi Everyone! I'm trying to find textures for a under the sea model. I'm currently looking for seamless textures for seaweed, and any kind of sea plants, like coral reef etc. I've searched through google but the pages I've found aren't the best. Anyone know where I can find a really good website with under the sea textures?…