Hey to all, I was wondering if anyone had tips on how I could convert some 'generic' texture rocks into a more of a 'black' rock approach. The reason I'm asking this because I have some rocks textured, which have all those fancy effects you kids ask out rocks nowadays, such as Edges which are worn and highlighted, the…
Hello! I have several texture sets in my HD and I would like Unreal Engine to import them all and automatically create a material instance for each of them. This material instance should be based on a master material I have already created. My textures already follow a specific naming convention, with prefixes and…
Hi all - I'm making a small scene that I plan to import into Marmoset. It consists of a few objects - trash can, garbage bag, boxes and cans. Should I be trying to fit all these assets on one texture map? Whats the rule with this? Obviously the larger objects should have more real estate/resolution on the texture map, but…
I have a rig. I have animations. I modeled a high poly character, baked normal map, color map to low poly. Generated textures in DDO. Now I just need to figure out how to render the damn thing. The model has some metallic surfaces and some fabric. What program do I use if Maya won't work for it? How do I set up a material…
I highly recommend reading these articles as well, on procedural material generation and theory. https://80.lv/articles/creating-an-assault-rifle-in-sunstance-3d-painter-and-unreal-engine-5 https://80.lv/articles/how-to-texture-worn-out-sniper-scope-in-substance-3d-painter
Looking for someone to create a fighter, basically a next generation of the Macross Valkyrie. Here's a photo for reference. This is for a personal project of mine. I have a base 3D model for shape already that I made in blender. Reference art: 3D model: Send message here with any portfolio pics and interest. Thanks.
We need to hire one more general artist. The ideal person can do a little of everything... - High-poly - Props - Characters - Low poly, unwrap, baking - Texturing 3ds max & photoshop knowledge preferred. Modo & id studio is a big plus. The ability to concept is also a plus but not necessarily required. Please PM me your…
Hi guys, I'm searching for a way to create planets that are displaced from actual terrain heightmap, the kind of output you'd get from World Machine for instance. The plan is to map that to a box and subdivide it in order to have a fully displaced spherical planet without seams. Thing is, I'd like to avoid having to sculpt…
I've already tried that, and the "Closest hit if ray fails" option, to no avail. But have you tried generating a normal map from a similar situation and succeeded? Getting a normal map generated from a character whose mouth is closed by default shouldn't be impossible, right?