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Re: Default Evenly tile texture across non-square UV meshes?
Reply by
ZacD
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Apr 2013
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Unreal Engine
You'd have to use world position then, http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html Just use the overlay texture as the diffuse, and not have it multiplied in.
Re: Model is Displaying Wireframe in Specular
Reply by
murphy7
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Oct 2012
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Technical Talk
Check your alpha channel in the diffuse/normal/spec. You probably still have the wires there. Just delete the alphas.
Re: adding AO node to my material
Reply by
gsokol
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May 2012
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Unreal Engine
He just means use a multiply node with the 2 inputs being your AO map and your diffuse base.
4 results
Re: [Riot Art Contest] - SteVAI
Reply by
SteVAI
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Dec 2014
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Contests & Challenges Archives
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Riot Art Contest
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Riot Art Contest - Environment Art
Some new stuff!!! Low poly turret model 6150 Tris 2048x2048 Diffuse hand-painted texture. Enjoy :)
Re: Truck texture question
Reply by
Synaesthesia
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Apr 2014
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Technical Talk
Be happy you get that much! I have 800 polygons to work with and a single 1024x diffuse texture for an entire truck. ;)
2 results
Re: Orc Blademaster from Warcraft
Reply by
Andy_CKH
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Aug 2012
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3D Art Showcase & Critiques
Here are the construction shots. He uses 14893 tris, and has diffuse, spec, normal and alpha maps, each 2048x2048.
Re: Sketchbook: HauntingWhispers
Reply by
HauntingWhispers
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Oct 2013
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Digital Sketchbooks
Update on the gun: probably gonna tweak some stuff a little more... Again, no lighting in this scene. Everything baked in the diffuse.
2 results
Re: [WIP] Cantina
Reply by
Outline
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Sep 2012
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3D Art Showcase & Critiques
Re-textured the walls with a new UV layout and diffuse. Thinking I may fix up the corner columns a bit.
Re: PETROL/BLOOD Manutegol
Reply by
manutegol
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Jul 2014
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Petrol/Blood
Here is the pilot low poly textured version :) 60000 tris 3x2048x2048 diffuse, normals, gloss, spec maps Continue...
Re: Futuristic scifi building [CryEngine3]
Reply by
Comeback Kid
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Aug 2011
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3D Art Showcase & Critiques
Is most of your diffuse just information from the AO and normal? There's such nice subtle gradients and shadows, any tips on texturing?
3 results
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