So I'm working on a school project to create an environment in UDK so far we've mostly been working on terrain textures and a bit on tree textures. By the end were going to have a full scene with trees, terrain, ground clutter, larger models like run down houses in my case, and of course a custom skybox They're going to be…
psychoticprankster: Not strange at all, they are the same modell. I used the nr 9 for the print. Hehe thanks bud. Microneezia: Ouch. Haha, point taken.
Hey all! Does anyone know if there is a "tumble around point" option for 3DS Max similar to the way 3D-Coat does it? I've taken a quick video of 3D-Coat to show what I mean exactly. I'm wondering if there is a setting that i haven't been able to find, or some kind of plugin that exists to let me do this in Max.…
Hi guys, Sorry for the vague title, let me explain: in every version of Zbrush I ever worked with (at home / university / work) I always encounter an issue with rotating inside the viewport. There seems to be at least one tiny spot on the Wacom tablet (equivalent of a single pixel), which snaps the viewport to a side /…
Hello everyone! Lately i found myself quite interested in the hand painted texturing style, and wanted to get into it myself. I watched a few videos on youtube as a guide, and came across this one: https://www.youtube.com/watch?v=qpVylUDyYuQ The person in the video uses shadow color and highlight color in order to make the…
See latest post for recent stuff! :) Prints: http://society6.com/JoeHill dA: http://mistermojo28.deviantart.com/ Sketchbook thread, why not :) This'll mainly be digital painting, with some 3D stuff thrown in:
Hey guys, Couldn't really sum up what I was trying to convey in the title so here goes. I simply want to vertex paint normal detail in to areas of my mesh. I'm not sure if this is possible in Cryengine but thought I'd ask. Basically I have done this in the past in UDK with a lerp and blend the normal based off a vertex…
what? this is all rubbish... using 186 grey as your mid-point is if you want to try to author your texture in a linear format, in photoshop, which is almost impossible. the "best" way to do it, is to use a curve adjustment as farfarer pointed out. just make sure your top layer is that curve adjustment and anything you do…
CarlK3D - Thanks! Your visual on color variation helps drive home such a simple thing that I've been missing. I also need to take advantage of gradients more often. AlexKola - I never looked at it like that before, and it's a good point. I have recently noticed I tend to go full blast on detail (to the best of my…
whats quite fun is that it looks like it was painted with actual pencils and paper [which would be fun imagine printing your UVs and drawing/colouring them aha]