Heya! I've been struggling with this workflow for ages, going from a high-poly sculpt and ending up with what looks like a hand-painted texture. Biggest inspirations being Faf and Orb. <3 So this thread is basically me trying to figure this shit out once and for all. My prior attempts all ended up with me just…
Stop! Don't download it! This is a coded drug for creative minds. Highly adictive and pure endless fun. And a tiny but very motivated community exploring all possibilities from Water paint - oil paint up to something close to 2,5 D painting/sculpting...almost. If some virus allert is trying to take your fun - I can't…
Jacob Claussen did a beautiful hand painted scene for the King Arthur challenge and talks to us about his process of achieving such a style, the composition of his scene as well as some colour theory and book recommendations. https://www.exp-points.com/hand-painting-stylized-environments
as it says in the title, I've got paint weights on, skinned mesh selected and everything is normal except I can't see the greyscale weight display. 'Color Feedback' is on, and the display sliders don't do anything.. Painting weights like this is impossible, anyone know where the problem is?
hey guys, curious about how to paint a texture onto a static mesh in UDK, for example i would like to model out a few different boulders, import them into udk, and then paint a moss texture directly onto the rocks inside of udk. Thanks for the help!
Hello everyone! thank you so much for reading this, I really hope you guys can give me some inputs to help me clear some things up when i'm doing my workflow to achieve my goal. My goal : Hand painted models/scene/texture What i want to achieve is something like this (awesome stuff from FAF) : My current workflow :1.…
Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
Heya! Been working on this for the past two days, the infamous grass texture! It's mostly unique with some repeating elements to speed up the process, painting grass straws is really fricken boring. I'm at a bit of a loss, in hindsight I wish I painted in stronger shadows and I'm reluctant to go filter crazy on it, it…
I was just watching the Eat3D tut on vertex painting and didn't catch if he mentioned overlapping UVs or not. I'm laying out my UVs now and am about to try this technique for the first time and am really hoping to cut down on as many mistakes my first go round. When I import the mesh with four overlapping shells, should I…
Hey guys I am currently working on this low poly pigeon for a mobile game demo and trying to improve the painted style for the game. If any of you guys could give me some critique, advice, or anything to help with hand painting small (512x512 or 256x256) textures, I would very much appreciate it. Thanks! (yes I know I need…