I'm very very new to 3D modeling and texturing and I would say I'm familiar with most terms that the everyday noob would know. I have spent the majority of my time modeling and watching modeling tutorials to better understand the current program that I use (3dsMax) and that has been coming along fine. What's bothering me,…
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Hi guys, Im currently working on my spaceship battle scene in which a ship after sustaining heavy damage begins to plummet into a snow planet. Something like this My ship currently looks like this... Im having trouble deciding how I should texture it or should I add more details first. I used 3dsmax to model and mostly use…
I seem to be having an issue with a set of textures in Unreal. In Unreal Engine, the texture comes in looking really odd and deformed, while inside of Maya and Substance Painter, it looks the way it should. Would anyone happen to know the reason behind this or a potential fix? Any help is greatly appreciated. Thank you!…
Greetings everybody! I'd like to host a texturing challenge for anyone wanting to do it.I've learned so much during the ones in this forum and I'm so grateful for all the people who helped me improve, so I'd like to contribute to that! While learning, one of my unanswered questions and stuggles was always about how much…
I would look at if you really need multiple textures if they are just down-sampled versions of the original. If the UV layout changed between LODs then use the different textures, but otherwise I would stick with a single texture with mips.
** The position for this has been filled. I really appreciate everyone who applied. Thank you! ** A little about us: Hey there! We are a small indie company, and we have been working tirelessly on our adventure game, and we are looking for a character artist to help us finish up some existing characters. Our first…
Ok i know this shouldnt be this difficult. Ive always unwrapped in max so i never had to deal with this problem before. These days Ill completely unwrap a model in maya and export to an obj to texture in max. The issue is none of my uv coordiates from the obj seem to display in max. it just shows up as the default z-axis…
Alright, so basically for a race track I'm creating the track is made up of welded pieces of metal. Now, texturing that works fine for straight part sections, becuase of course you can do a relatively small piece and then just duplicate it without issues. However i have this large radial section that i need to have similar…
I am trying to wrap my head around this. I want to create a texture that contains come details and colors, highlights, and shading, but if a programmer changes the underlying object color then large portions of the texture will change color but retain their shading. Think of a game where you can dye portions of your armor.…