morning good people of polycount, I have a request. I could do with your help to get my texturing up to a decent standard. I'm not saying that I'm 100% with my modelling but I have a fair idea of where I go wrong and kind of know what I need to work on, but texturing draws a blank for me, I just end up throwing more layers…
Hi guys, is it possible to lead multiple map channels in to DDO? I have a main texture on my mesh but I also want to bring in another diffuse texture to handle the parts of my mesh with transparency. Is that possible? Thanks
I modeled a very simple arched plank in 3ds max, uv'd it and put it into 3d coat. I painted the top of the mesh and everything looks fine, but when I export it and import it back in 3ds max and apply the material there is a weird issue with a grey line showing up in the center of the mesh. The UV's themselves are shared,…
I was getting fed up with max's clunkiness dealing with viewport shaders, so I threw this together this afternoon for my own reference while trying to get my head around Blender's material and shader viewing tools. Download quick start http://snowfly.files.wordpress.com/2008/11/blenderquickstart.pdf (Model borrowed from…
I was wondering if an engine could support tiling textures for buildings? Say you have a 60 story building using the same texture, could you repeat those in a engine? Or how would you do it? I know you can make some planes and snap them together but then that would raise the poly count. From what I have read, the psp can…
Blender and krita for me (the poor man's tools) though 3D coat is generally the industry go-to for hand-painting textures. Substance I actually would not recommend for hand-painting textures, it's really for generating realistic textures
For something small like that I’d try to combine it with a larger texture. For example; you could make a texture atlas that has wall baseboards, cornices, outlets, light switches, and other wall pieces on it. Then they can fill up the empty space on the texture. This can also cut down drawcalls.
Snapshot Games was founded in 2013 by award winning game designer Julian Gollop, best known for his work on the original X-COM series. The company’s first title is the critically acclaimed Chaos Reborn, published in 2015. Currently, we are developing Phoenix Point, the spiritual successor of the original XCOM. We are on…
Hi guys. Hoping someone could give me some pointers on an effect I'm trying to achieve. I thought it would be quite simple but really struggling to understand why it's not. I want to create this: A paper lampshade where the light is visible through the material, and falls off as shown in the picture. Bright in the centre…
So say I have a texture like the one pictured above. It's essentially one type of material on top of another. In this case, rocks over top of sand. What is the best method to texture the rocks in one layer and the sand in another? I've always just outlined them in PS by hand... And man, I am sick of dong that. I'm sure…