Alright, my first hand painted texture... Just another stone tileable. I know it still needs much work, but I'm stuck on specifically how to improve it. 512 Texture (final will likely be 256): Tiled: I'm unhappy with how highlights look right now, but I'm happy with how the tiling is looking.
you might want to try and use a bunch of small textures. a brick, window, trim etc... that tile of course. I'd say nothing larger than 512x512, prolly could get away with 256 or 128 for some stuff. be easier to give pointers if you had an example of the style of building your going for too.
I've got a texture map set up at 512 x 256 and was hoping to bake a curvature and position map in Painter. Right now it looks like I'm only able to select a 1:1 ratio for baking. Is there a way to change that or maybe it's coming in a future update? Thanks!
Hi, this is my first environment, hopefully it will be easier to get into the industry than with character stuff. Any help on how I can improve it will be really appreciated. 5075 polygons. 14x 512 maps, 1x 1024 and 1x 512 by 256. Made in Max, no lights. the 1024 is the road. The model is based on a photo.
Hi there Polycount! This is my first thread, so I'm pretty nervous. I'm working on a modular school environment in Max to put in my demo reel. I was hoping I could get some critique to push this to the next level. Things I'm working on: - Adding variations to pieces (grunge, grafitti, colour differences) - Faking the…
Howdy all, here's a feller I've been messing with. 2242 triangles (character, axe and gun) with a 512 map for the body and 2 256 maps for the head and jaw/arm. Ork Front Ork Back Wireframes: Ork wire front Ork wire rear I have to update these since I took out the codpiecey thing and added a stogie. Lemme know whatcha…
Hey all. My name is Chris, I work for Zipper Interactive and now with the ship of MAG, I thought id show some of the work ive done. I was responsible for mostly the faction assets. Thanks for looking! SVER RAVEN VALOR MISC. All of this stuff uses a 1024 diffuese, 512 normal and 256 spec map and all are around 5k tirangles…
Basically just wanting to improve my low poly texturing skills over the next week or so. I have been making little scenes and props to practice. Ill chronicle this one here, maybe get some texturing tips wen I get there. So far just finished the model: 300 tris, will aim for 128 or 256 texture, Uving now
When I try to load my material I made in designer in painter it won't load sp starts getting stuck. And it doesn't put my material on it. I've waited over 5 minutes to load it on 256 and it didn't load. I tried loading it in substane player at 4k and it loaded within a few seconds. SD and SP are both up t date.
A bit of what the highpolies look like for this project. The nice thing about this spec is how quick and simple the HPs can be. When it all gets crunched down to a 256 or 128 a quick chamfer job looks the same as an actual subdivision model.