Hey there, I was hoping to gain some insight on the topic's title, and maybe learn some new trick from those of you who work in the videogame industry. I'm making a modular environment (a house interior) in a post-apocalyptic setting, but I came to an halt when i got to these assets. They're pieces of a kitchen, and I'm…
Hi, I will try to explain me the better I can and I will upload a lot of photos for improve my explanations because I don't know how to explain this, apologies in advance. I have a model with two "parts", the armor and the body, I divide the model in two parts because I thought it would be the best form to avoid problems…
Leading West Coast game developer is seeking the best and brightest developers in the games industry to help build their pipeline for their PSX2 and next-gen console hardware games. This developer is a relatively small and extremely successful company; previous titles have gone on to sell tens of millions of copies…
Hi oxblood :) It seems I think it will be cool for you add some surface details on you walls :) As for textures normally for scifi hallways I just slap on a scratched metal texture on everything that is metal on my scene. And if it doesn't look good I'll swap it some brushed metal texture. Those two are my initial "go-to"…
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for…
I'm working on an open source project to bring basic bump-map and specular effects to background images on the web. Demo here. (view on iPhone for tilt functions) But I need help from a 3D texture artist who can produce some lovely public-domain/licence-free textures for people to work with. This illustration indicates the…
We are currently producing a mobile game and require modelling, rigging and texture work done. It is for our main female character and male counter part. The work consist of : 1) 2 x Character meshes 2) 2 x Biped rigs 3) More than 30 hair style meshes (weight painted / basic rig for pony tails etc.) 4) More than 30…
are they all using the same material? Double check this one. If the image isn't showing in the texture editor but the UV's are, then the material assigned to that object does not have a texture assigned to it's color channel. To see the textures on your model in the view port be sure to have hardware texturing enabled. Its…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…