Hey, Polycount! We are Toward the Stars, an Advanced Games Project at the University of Southern California, and we're in need of a dedicated texture artist! Toward the Stars is a Co-op First Person Action Game for PC, in which you and a group of friends take control of a spaceship to experience the wonder and perils of…
Hey, I've been using MODO for 3 months and have a background in Maya and Blender. I'm still trying to adapt and learn this software so there's plenty of functions that I'm unknown about. I modeled a robot character in which I would like to: - Animate 2D expressions, from "Happy" expression to "Sad"; - Move the 2D face…
Hello! I was just wondering if anyone could give me a bit of advice for doing a gold texture, the actual reference of this had no gold, but I wanted gold on it. Unfortunately, I couldn't make it look right, I don't know if it's just a specular map is needed or that there is no reflection in it. It is being used for a…
Looks pretty good. Though I would say all of your textures lack contrast and vibrance, and I think if you made your highlights and shadows a bit broader and stronger the textures would look much better.
ok, here is initial concept: http://www.jasonchanart.com/gallery/2005/fanart/gnomes_big.jpg By Jason Chan, for World of Warcraft. And there is uvmapped model- next texturing. feel free to comment and critique that shit please, cheers!
Hi everyone! Here's a tutorial that I made, that I'm now making it pay what you want/free. This tutorial contains a valuable piece of information that I believe will improve your texturing game! I start with a high poly base in Maya, export my maps, and finish the texture in Photoshop, by using a combination of…
A while ago Unity introduced this: https://blogs.unity3d.com/ru/2019/02/14/procedural-stochastic-texturing-in-unity/ Since that I have asked whether SP/SD has a similar feature on the allegorithmi forum, but I received no reply. Does anyone know how something similar can be done in SP/SD?
Hello all. I've a texture issue I'm stumped on. I have a simple displacement shader and diffuse on the character, but it's not rendering properly. The viewport 2.0 render looks good, but the actual render doesn't. Does this look like an issue you've seen before? This is rendered in MR, with a default sun and sky setup.…