Does anyone use it? It was my favorite render /texture baker for complex bioms on surfaces due to GPU instancing but since they switched from special Octane fork to regular add-on I have massive issues . Parameters doesn't cross Blender default Ctrl+G groups reliably when go through group input . Reroute dots are not…
Thank you for your reply, Eric! I already work with creating materials using Substance Designer, and I even have an intermediate understanding of the software. I've never worked with creating shaders, and I don't understand programming languages. Do you think my knowledge of material creation (Substance Designer) plus…
The ucupaint add-on lets you paint across multiple channels in Blender and also makes baking less of a pain. It simply creates all node setups necessary to mask and mix things under the hood and organizes textures and color fills in a layers-style panel, with quick access to baking per layer, channel or everything without…
Yes it's quite confusing : First it depends in which render engine you are (top bar) : In that case, choose Blender Render or Blender Render. Then in the View Panel/shading you have two option : Multitexture or GLSL, - Multitexture is use to show texture with only a simple diffuse shading, if you don't have any lamp, it'll…
Hello I made just a quick scan last year by my cheap old smartphone - Xioami Redmi 7A. Of some debris from a building renovation i went by by a chance. I loaded it into metashape, did high quality mesh from depthmaps and did texture (generic, mosaic, 8192*8192 px resolution), BUT (!). The texture came all "weirdy" and…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: Create a photorealistic model of a pest beetle. Use the main reference for modeling:…
Hi guys! So I was wondering, should I create textures by myself or should I buy texture packs - I mean those texture packs which have a huge collection of high rez textures! Btw, I am still a student! Thanks!
I would recommend asset libraries like these https://polyhaven.com/textures https://www.textures.com/library https://ambientcg.com/list?type=material&sort=popular But searching across all of them, I guess you could make a list of sites that provide 16bit files, then limit your search engine to trawl only those sites.
The texture tiles "mostly" ok by the look of it (i checked in designer) there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. I'd put this…
Hello, everyone! I was wondering on how you'd create large environmental pieces without losing out on texture density? For example, would you create the albedo in a bigger resolution and keep the normals as it is? sound silly, I know. To be clearer, when I say "large environmental pieces" I meant those non-modular pieces…