Greetings, I'm making a car asset for use with game engines. Currently, I have a 256x256 texture map assigned, to give the car model a pixel art look. The car is meant to have a LOD variation model, and a separate interior view model. It will also have different paintjob options. The entirety of the car model is already UV…
Ok after rechecking all my textures, mesh, etc. It seems that the problem was only because at some point I changed my UV position of the part behind my pants :# ... Sorry for wasting your time. And thanks for looking with me what could have gone wrong.
I have started planning a texture layout for a building, and I am aiming to keep texture lookups (and thus draw calls) as low as I can, with horizontally tiling textures. For my needs right now, I have 2 1024*1024 textures, one with a tiling wall section and one with a bunch of different paneling & trim pieces (think sci…
Hello. Let's say we have a model with two textures assigned to it: Now imagine this object is an apartment or a tree or something that will be copied several times in a scene and will be used in a game, Also the green texture will be used in some other object,Should this model use one texture 2D (which would be a texture…
Hi there, I have this strange issue when details from the low poly are baked into my texture as well as the high poly details. The model is smoothed and everything seems to be normal in settings, does anybody know how to solve this problem?
Can someone clear something up for me? If Im using a majority of tiling textures and trim sheets in my game, how does texture atlasing come into play here? Also, all of my tiling textures are authored at 2k resolution and my meshes are scaled to match my texel density I have determined. Am I doing this correctly? I have a…
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
I want to model and texture a flint stone wall. I want to produce a high poly wall in Mudbox and then then a low poly in Max. The wall will be an individual object, so it will not make use of modular pieces or textures. But I'm unsure how to go about it. So I wondered if anyone out there could tell me how they would go…