Hey! I want to avoid texture bleeding with mipmapped texture atlases. What I already use is some kind of uv-offset inside the shader. But this helpes just for the first mipmap level. Higher levels would need a ridiculous high offset. So atm I'm more looking into a way of mipmapping each tile of the atlas by it's own. That…
So my goal is to do a very nice render of a character in Maya using mental ray. However Im dealing with some serious complications when dealing with layered textures and layered shaders. So the character that Im making is a Centaur. Meaning that He is half man half horse. However the only way that I could get this to…
Hi, I'm a second year student at uni - still pretty new to this. I am texturing a 16th Century Ship for a group project for a museum. I've just been given the model and wanted some feedback before texturing. It's currently really low poly and looks bumpy - does this need to be sorted before I begin texturing? If so what's…
I completed my first character but I have no idea where to start when it comes to texturing...Ive been looking online for forums and tutorials but most tutorials use real images for the facial textures and I want to learn how to create good textures using just a paint brush etc......no real human images......Does anyone…
Hi all, would like to know if it is accepted method in industry or not. Assigning 2 materials (textures) to a asset in environment. For example i have a wall that i want to apply texture to using two different materials. The reason i want to do this is to have more creative freedom when making modular assets rather than…
Noob question here: What's the proper texture setup in Marmoset when working on 16bit textures for accurate visualization? Some maps look good with sRGB color space turned on and some don't. Normals and glossiness maps look weird in sRGB. Should I turn sRGB on for diffuse only? Or maybe diffuse and spec? Btw I'm using DDO…
Maybe I'm doing something wrong. But my textures are coming out blurry in maya. My texture size is 256x256 for my uv's. I'm trying to make a low poly sort of scene. Can anyone give me information on getting my pixel textures to look clean in maya? Here is my model on sketchfab.…
Hi, Its my first comment so excuse me if its not all that useful. I spent some time analysing your sword and stumbled upon a realization that I dont understand swords all thet much which made me curious to research it. With that said I think you have done a good job especially with the rusty crossguard, the edges look worn…
Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
Hey polycounters, I have a problem with my material editor. I can import my normal map and my specular map with no problem, but when I try to import my diffuse map it won't allow me to. I can drag it in but it won't show up and doesn't give me an error. Even when I create a new texture sample and try to link it to that it…