Hello guys, here's the thing, I'm making a hero prop, and I need to add lots of gears, so my question here should I make the gears' teeth geo or texture, knowing that I will be taking close shots of the model and I'm concentrating more on the modelling skills. Thank you in advance <3
UVW Map is HUGE for tiling textures. You set the size, or fit. if you cut the polys to be textures before applying the UV's, then Fit does a lot of the work for you. Fit it, then set your Width to whatever the Height is (assuming the map is square), and it'll tile correctly. Then jsut shift it left/right till it lines up…
if you want to get better at 3D art, you're going to have to buy the software and train yourself in your free time Last I checked Novedge had one of the cheapest listings for a Zbrush license (I'm not sure if this is the case anymore, I don't see a perpetual license listed, would want to double-check), you can also buy a…
Been playing god of war and was inspired to make a project. i dont have much done right now, im just starting to texture one of the main assets and I dicided I want to get to the bottom of a problem i've been having for a while. My textures always seem really low res, i can never get any small height details to come out…
Hello Polycounters! I've been trying to get a grip of this 3D-stuff for almost a year and I am currently getting ready to apply to a school! I have less then a week left until deadline so I need your help and expertise now with the textures as I feel that's what I'm struggling with at the moment! I'm feeling pretty…
Hey guys, So whats the best technical approach in SP to Re-use same texture maps on differet asset? For example: I want 3 medieval buildings to share the same texture
The strokes and overall painting looks pretty nice, I'm wondering about what looks like a cloud/different cloud layer pin-lighted over it though. While it may look nice up close texture wise, I have a feeling that marbley cloud layer is going to cause some very obvious/not so great tiling when placed as a repeating texture…
I think you're thinking about this wrong. Do you want one texture for one building or do you want texture sets to use aa multiple materials within an engine/renderer? Basically think of substance painter as 3d photoshop where the end goal would be to get texture sets for objects. Think of B2M as a way to extrapolate PBR…
I've been polypainting in zbrush using Spotlight, with plans on using the PP as a diffuse bake for a low poly version, the problem i'm having with this is that its hard to keep control of the texture resolution being applied to the mesh. The further away from the mesh i'm zoomed out the more of a blurry pixelated mess the…
Heya guys, Ive been checking the TF2 customization thread lately and seeing some pretty authentic handpainted textures, that match the style quite well. Was wondering if anyone had any brushes similar in Photoshop format i could use? Or point me in the direction of some that are towards that style. Currently Working on…