Okay, so I've been reading over approaches to achieving glass and other transparent effects using alpha transparency, and how to view the results in Marmoset. The process seems straightforward enough, so I can only assume that I need to up the dosage of my brain medication. When I've finished a low-poly model, I apply a…
Project Name: Birth of Death Genre: Adventure/Story/Sci FI Engine: Unreal Engine Art/Style: Stylized/Realistic General Description: Join our growing team! We are working on a new exciting IP and we want to try to implement game mechanics and features the player never seen before in a story game. Project Description: Birth…
Alright, I'll try it soon, thanks guys! It's true that I used a very low resolution texture since I used the texture on the reference image so no it's not really fur, it feels like it's an colored asphalt texture. @TeriyakiStyle I put the reference on the background of my models. You can see it twice on the first…
Hi folks, I have little question about textures, does any one know how big the performance impact is when using big / or al lot of textures i scene "per view" ? Is there actually a impact in FPS ?
Hey! Not a professional here, but maybe I can give you some tips anyway. Your texture looks like a nice base but left unfinished. It's lacking details like wear & tear, markings, engraved text or simply something like texture on the grip. Weapon grips usually have a rough texture to them to improve the grip (just google…
Wow, i am glad that i found this thread...i am running into the same issue on a character that i have been working on for a while. One of my issues is that i started this model in zbrush and my model is going to have a 2k texture for the head and a 2k texture for his armour set. The issue i am having is how i want to…
This is a bug where the wrong mips are used for high resolution renders. To fix it you can go to your texture options (gear next to the texture) and disable mip mapping. You'll need to do this for each texture.
I recently completed a crate in Substance Painter, exported those textures and brought them into SD to add dirt and grunge controls to be messed with by the developer in Unity. In SD, I have a crisp dirt overlay. In unity that dirt is super pixelated, yet the textures underneath look great. I've tried a couple different…
Hi all! One of my favorite 3A Ashley Wood figures – the WWRp Pinky Bertie MK3.5 (damaged and undamaged) – has the coolest revolver (double!). As I’m still working on my modeling/texturing skills it was no-brainer to give the gun a go! Modeled in 3D Max 2017, textured in Substance Painter 2 and rendered in Iray (within…
Hi! UV borders aligned to pixel grid reduce texture seams showing (Aliasing on UV seams), which is my guess why it's prioritised over stretched UVs. Stretched UVs are moved out of prominent areas of the model (face) to places that are less in focus or covered up. Textures baked from a highpoly and non UV projected patterns…