How do i tile textures in ZBrush? I followed a tutorial and found that by using the layers palette (different from the "layer" sub-palette of the tools palette) I could offset my meshes and have them wrap around the document. The downside is that I can't seem to use MRGBZ Grabber because MRGBZ Grabber seems to only read…
The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
I'll post my works in progress and hopefully finished pieces in this thread, my goal is to learn stylized modeling and texturing like you see in games like WoW, League, Blubber Busters, Darksiders... Questions, critiques and suggestions are welcome :)
Brush stops painting across edges. Usually I would divide mesh and the problem would be gone, but this time I want to see texture on low poly exactly. Any ideas? Settings? Uvs are ok I think. Help!
Hello, My name is Greg Hunt and I'm looking for Full-Time Contract/Freelance work as a 3D and/or Texture Artist. I am fluent in 3ds Max, Photoshop and Mudbox/Zbrush. You can view my portfolio and resum
I baked out my normal, AO, and height maps from hi to low poly in Marmoset. Now I've' imported all my meshes into a single Substance Painter file using an FBX and I could apply each of the the individual AO maps to the AO map layer or I could just add them as an additional layer for the diffuse texture layer. Any reason to…
Hi :) I've started texture painting last week, as I love the stylized look it gives to most asset (also, I found the process surprisingly relaxing). Here's my first production, trying to make a stylized rock: Inspectable sketchfab model: https://skfb.ly/6RQ6n Thanks in advance for your comment :) !
Hi there, I was wondering how a unique mesh like in the example ( the door ) gets such a nice crisp details, do they use a large texture like 4096? i dont think a 2048 will give you nice details especially when its a big object that occupy the whole screen. Any thoughts? Thanks.
hey everyone! I need help with texturing my spaceship for unity3d! the goal is just 1 single black material which should be shiny / specular. I'm working with c4d. my problem are several polygon planes, the shininess there is cut in half. how can i fix this? ( I'm sorry for my bad english)
I haven't used SP in a few months, I know the beta has had a slew of updates, so forgive me if this has been posted already... 1. Does SP now support 4096 texture resolution? 2. Can I switch between tradional PBR workflows and Metalness workflows?