"I just make the textures entirely in Gimp (besides occasional temp edits just for visualization in Blender of course)." Ok well my compliments!I've been a member here since 2015, now if memory serves it's a first for myself replying to a thread where an artist is actually using an image editor to texture their work so…
When starting a creative project, one of the biggest needs is high-quality content. A great texture, a detailed 3D model, or a well-lit decal can take your work from average to amazing. That’s exactly where LotPixel comes in. Over 6,000 Assets – A Massive Library for Every Creator LotPixel offers over 6,000…
Love it. I see that you use procedural realtime masked textures for tanks. Hatch is baked/Baked masks or baked completely? Because it looks a bit better than rest
Just noticed this today- over the course of multiple savings of a texture file after painting using Viewport Canvas. The tiny details or lower color vaules get lost in the process. I don't know if anyone has experienced this? I am guessing there aren't a lot of ppl who use Viewport Canvas here. This is really very uncool.…
Hy guys ! i was wondering what tricks/techniques do you use for adding dirt/grime etc. to your textures. The one i use right now is not really working for me in terms of realism(i use a layer filled with a dirt texture and use a soft brush to paint in the mask). Any suggestions, links to tutorials or any information on the…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
Haven't posted an update in a little while, so I'm sharing the low poly of the jacket, UVs, bakes, and textures. Once the mentorship is finished, I'll go back and work on the rest of the outfit. But currently, I'm working on a character portfolio piece. :)
I was thinking to myself that it would be really great if it was possible to create a material on a mesh in a way that would require only a single material to be applied in the game engine, but covers multiple tiling textures, and even details all in one setup. Im finding it pretty hard to explain what Im getting at, so…