Just a real quick bit of model and texture practice - this is an old-time gasoline Coleman Iron. An interesting blast from the past for sure. I understand they operated much like the Coleman lamps. I imagine this was quite a big technology jump from having to constantly heat and re-heat your iron on the stove. Modeled in…
https://www.artstation.com/artwork/48vawk Black Widow from avengers, or Scarlett Johansson. This time I textured her completely to make her as realistic and cinematic as possible. I used xyz textures with a combination of manual displacement.
first off, if this is in the wrong forum i apologize. it's my first post here on polycount. I'm a college student, and my main focuses are character design and animation. (i'm currently a character animation intern for avalanche studios---disney interactive). however, i love creating 3d art and am hoping to get better. a…
I made PBR texturing tutorial in 3D coat tutorial recently in Youtube and also a written version. http://www.creativewithjaakko.com/2016/09/29/pbr-texturing-in-3d-coat/Youtube video is herehttps://www.youtube.com/watch?v=PrjgZgUuIMA I hope this can be helpful for someone.
Hi, A quick bit of modeling/texturing practice. Another one of my favorite ThreeA bots and weapons - the Emanation Bertie Mk2's pistol. Modeled in 3DS Max, textured in Substance Painter and rendered with SP's Iray. Background photo by Neil Blevins - http://www.neilblevins.com. Thanks!
See this image to understand: https://prnt.sc/mauzr5 This texture i painted in 3d coat. In maya and 3d coat's viewports the texture shows fine, but in zbrush and arnold renderer it shows like that, like it is smudged... I would really appreciate if you could help me here!
I don't wish to dissuade you in your search, but you should read the TF Illustrative rendering pdf. It explains how and why they went in that direction. having said that, i seriously doubt you will find any game that closely matches that look. Most if not all video games on the mass market use photo texture, photo…
I think this is due to texture LOD or Anisotropy filtering. Change the LODgroup setting to UI in the texture properties. It will always use the highest mipmap. Although it won't solve aliasing for far away textures.
Ace: Not sure if that's how Scruples did it, but you could try using the Blend If feature. http://www.cgtextures.com/content.php?action=tutorial&name=blendif You will simply need two layers, one would be your base rock and the second one would be your dirt texture. Then, go to the Blend If setting of your dirt and adjust…
Thanks for the help guys. just a few questions: 1. you could unwrap your whole terrain (or cut out only the chunk where your way is supposed to be) and paint your ways with the viewport canvas If i unwrap the terrain i will "draw" just a huge texture containing both the grass and the rocks on the same file right? So i wont…