Ok, so there is a sphere inside the glass (see picture below) that has a glow texture applied to it. When I render the, glow does not show up very well when behind glass, is there a setting I could change to make this work? I basically want the interior to glow and shine through the glass. Glass texture is arch & design…
I think he's talking about doing the textures from scratch as seperate models. E.g, modeling a brick wall, rock or ground and texturing that highpoly, maybe procedurally, before baking it as opposed to photosourcing a complete texture without that step.
Hello, This is obviously not another landscape, so I've been wondering whats the "standard" way of texturing this kind of asset. A] Tileables - Didn't work well with wood log cap. B] Unique texture set - Even at 4K it didn't work well with straps and other fine details.
Hello, Im a beginner in 3D world and I have a problem with xNormal and Maya. Please see attached images. I baked textures in xNormal, but when I load'em in Maya - textures are messed up. And normal map has white dots. What can I do?
i have known this problem for a long time. if you import a 1 bit alpha texture into unreal3 it doesn't cause this problem for some reason and i figure its saved it as a 1 bit dds inside the unreal packages so there can be engine side solutions to the problem ! the problem indeed is that it will turn all the alpha areas…
I wonder what's the best solution currently? I mean something like this:https://youtu.be/rgSq0jq5DzY Form what I see in this video it's a perfect workflow. But I'v never tried it in MAri myself. Is there other perfect solution? Sadly I can't find any decent replacement with Adobe or other tools. I use Substance Designer…
Title says it all. I re-imported a new version of the mesh (same vertices and UVs but simply re positioned) and it stops displaying any textures in 3Do. I tried to refresh, to save project and reload. Nothing. Reboot Photoshop. Nothing. Reimport the original Mesh. Textures return. Nothing wrong with the mesh. I can create…
Hi there. I've been trying to get this to work for a while now and so now I'm looking for help. My material uses 512 x 2048 textures to make rusted pipes with a lot of variation. With my current material setup, the Absolute World Position makes the textures seamlessly tile in the y and z vectors, but not the x vector. As…
I'm working on a character model at the moment and I'm trying to make 2D eyes - I did this on a previous model, but the method used wasn't the cleanest and in the end it made posing the eyes a bit of a nightmare: What I'd like to achieve is something similar to the Hat Kid model from A Hat In Time - have the eyes slightly…
Does anyone know how the fark to turn off the anti-aliasing on my textures in Maya? So I can get nice pixel art textures..... :( [Edited by MoP to move to a place where answers are more likely...]