Hello i am going to be creating this environment with the goal of improving my Photoshop PRB texture skills. I started with a block out (the red boxes are human scale reference at 1.8m) Then i did a simple paint-over for modularity Ill show my Current High poly work now. Air Vent Canal Stairs Ceiling Railing Light Unit…
Hello all, We are The Upcast Network! A new small game development company. We are searching for 3D Modellers and Texture Artists who want the chance to make their work shine in our games! (More information can be found here.) F.A.Q: How big is the whole the team of The Upcast Network? Do i get paid? Have more questions…
I'm trying to layout my UV's to match an Atlas I made in substance designer and it would be very convenient to have the grid in the texture editor to be 256x256 squares so I could just snap most of my island to the grid. Anybody know how to do that? Thanks!
I really love this sort of stuff. A couple of things that jumped out at me. On the last image, the pipes on the walls, are their UV seems out there bein' all visible? Just spin those round. Also the plants seem to be the weakest texture of this whole thing for me. But props for trying to do vegetation in a one-texture…
Hello guys, i am facing a problem i dont know how to overcome, i have been trying to create a 2d grass from a 2.5d perspective. So i already got my hair material to look like grass and all that stuff, but whats killing me is how to render the grass. I tried render to texture with a big offset to the side in the projector…
Hi guys! Hope you all are having a great day. So i am currently in a art test form game art institute and working on this character. I am at this stage where everything looks dull.There are no good tuts on texturing clothes in substance painter so I am kinda lost. Need constructive criticism on this. Just tell me anything…
Ladies and gentleman, i'm trying to figure out the best way to get a mask (seperated for gravel and brick) so i can use inside Quixel. I've got this texture as you see (baked in xnormal using 2 HP meshes, one stone and one gravel). I'd really like to try to seperate the map from eachother to create a ID map. Tools i can…
So a few friends of mine and myself are going to be working on our final project this coming school year. We've started hashing out bits of story and stuff like that and getting a feel for what we want. We'll be posting lots of stuff for it once things get going but at the moment we're starting on the basics, which is to…
The more I get deep into SD the more I think it would be easier and more productive for landscape design props such as rocks and trees to : 1) make directly a low poly with only the big shapes and making sure that the UV seams are tucked in main cracks and crevices ot the model and are orientated as appears in nature.2)…