Don't bother with that! Pick up a good reference photo or texture, and copy it. It's all in your eye! Great example Suffeli. It's like, an organic texturing 101!
http://homepage.mac.com/garthhudelson/.P...Vol%201/BirdMAn,%20Wrking.JPG%20copy%201_1%20copy.jpg There's a small example of something close to what chris is talking about.
Hello! I get pretty tired of Maya lagging when working with high density meshes decimated and exported from Zbrush. Here's an example: This is highpoly for baking. And whenever I select it, or if its just not hidden and on the screen, Maya starts to lag. While yes, it is pretty HIGH poly. Still, here's my issue: It rarely…
The border vertices are spaced out very uneven, see upper corners left and right for example? I assume with your mesh the verticed are distributed evenly, so you might want to do same for their UVs.
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
I was wondering - if I make an asset pack for Unreal Marketplace for example can I use textures from textures.com or should I use my own photos or procedural materials?
Hi! I'm ready to do an animation stuff)) 20$ per hour example of my work http://youtu.be/PLw9UEqGR60 more here https://www.artstation.com/keyframe00 email dmitriyyavorskiykeyframe@gmail.com
It's about ppl taking a photograph of small object from multiple angle and turn it to 3d data that can be viewed on Zbrush. example of objects i can remember is shoes and spawn statue. thx :)
Hey guys i recently switched to max from maya. got strange questions that well need answering haha. thanks in advance guys. how do you double side a poly for render for example?