I've just updated ProPal to include a new geometry class that is designed for quickly rendering multiple angles into a texture sheet. Current owners of ProPal ( https://wallworm.com/store/index.php?route=product/product&product_id=56 ) can log in now and get the update. Here is a video demonstrating the new plugin in…
Hi guys, so I'd say I'm a beginner when it comes to 3D modelling and texturing, and would love ANY feedback you may have. I use 3ds Max, Photoshop, crazy bump and beginning to try some Modo. I'm self-taught and have decided to take courses to improve my 3D Skills. You all have 'Skillz 2 pay da Billz' Thanks :D Artstation
Hey guys! I just finished UV mapping a mech here and I got a weird surprise in this area: As you can see, those ring sections are mapped flat on the UVs, but the texture's getting bizarrely stretched on them and I'm not sure what's up. I'm pretty new to Maya, so I have no idea what might have caused this. Any ideas you…
Hi All. So a friend asked me and I couldnt find the awenser so I thought I would ask here. Dose anyone know how or knosws a good tutorial for changing the arms of the default character out with a custom one? Also what kinda tri/texture limits are generally found with UDK/Crysis type arms. Note these are the arms that hold…
Hi, So I have been texturing some assets in Substance Painter, and everything looks great. Then once the time comes to bring it all into UE4, things have been... less than stellar. So here is a screenshot of my asset in Substance Painter: And here's what it looks like in UE4, after exporting with the UE4 Preset. What am I…
I'm trying to get this floor texture to tile across a floor while using up the smallest amount of UV space possible. If the room was an easy shape like a cross, you could just cut the floor up into equal sized chunks and overlap them in the uv screen, but if its a non-uniform shaped room I'm not sure how to do it. Anyone…
Hi Guys, i always wondered why 3ds max needs that much time (5-10 seconds) to load a texture (12 mb, tga) into the UV Editor. I tested it from my HDD and also directly from a server (which would explain it when it would work from my hdd). A normal image viewer (e.g. xnview) needs less then one second to show the image.
So I'm trying to create something like this in Maya using the Arnold Renderer filled in a simple room scene with around 80-100 of different picture images in a folder that has the same resolution. The material information would be the same but the only difference would be that the source image of the texture for each of…
In that case, the book and the chest wouldn't be suitable for opening cutscenes either, as they've got some really low poly sections which wouldn't look consistent with the rest of the mesh. You need to decide what the purpose of the asset is and make the mesh suitable for that purpose. Either high res and detailed for a…
It seems that lately, games are using very noisy textures to supplement actual detail. I don't know if this is created by multiplying a noisy occlusion map over everything and tiling it however many times as necessary but I noticed a lot of noise in Last of Us (a game I really enjoyed) and I just finished Assassin's Creed…