Hi everyone, Here comes another query. Well, this might be a silly one :) . I was working on a low poly dagger model in 3Ds max 2009. This model is a commercial one. So, stripping texture paths is mandatory which I did successfully in .max format. Then I exported the same model (already stripped path) into .fbx format.…
For the texturing part, I was taking inspiration from an 80lv tutorial by Alice Hu, who was designing a stylized hand painted-textured Pokedex, which was similar to the style that I was going for and also created by the same concept artist. I knew I would be using Unreal for the final render because I needed to add the…
We just had the very same discussion over at gameartist.net (UE3 Texture Quality ), so I just copy my take on this: " When you assign your textures in UE3 you will see the uncompressed, unclamped original texture displayed in the editor. Once you save the texture it gets compressed so when you reopen the scene the new,…
Looking for an Environmental/Hard Surface Texture Artist for a Space game for PC. The majority of work would be texturing objects such as space-stations, warp-gates, and various smaller props. Primarily diffuse/specular maps for low-polygon objects. We are looking for texture-sets that can be used across a wide spectrum of…
Hello. I'm the lead mapper of the mod Operation Lambda. We are currently working hard to be able to release media on schedule, and we currently are in search of new texture artists. Please visit our forum and the team application section if you think you would be a good member in the team. We are looking for artists…
This is a scene I'm working on. My main concern is having all the metal textures blend in together and not be able to tell things apart. Not everything is textured yet, however the way the door and the wall is textured is how I'm going to texture most of it. Any feedback or suggestion will help. Thank you.
Assuming you have you model in zbrush with its UVs and are in edit mode, first import the texture in the texture palette (there's a button there to flip it vertically in case you need to). This will load the texture into zbrush. To apply it to the model/tool, under the Tools palette there is a Texture Map subpalette. Just…
hey dude, cool stuff keep them comming! right now they look to clean i think. each of these textures is very '3d'. that is, pristine and without character. i think each of these need more textural detail, some of them need to be less bright.. the colors could be more vibrant and they're also fairly monotone. here's a few…
I was riding my bike to work thinking about some texturing I was doing and I suddenly thought of an interesting thing. Would it be reasonable to model, uv map, texture and then move the textured shells around to maybe improve the packing of the shells or maybe make room for an added detail. maybe after or during the…
Hey guys, I'm following Ben Clowards HLSL DVDs and so far I'm at DVD2 at the Specular Lighting chapter. Here's a question I've been thinking about for a while. In my experience so far when working with shaders (both CGFX in Mental Mill and HLSL with FX Composer) when you have a texture sampler and you don't load a texture…