Not sure if it's the texture, or your roughness on the texture, but the texture isn't quite selling me on the surface you're going for. It may be too low in roughness, or not have enough roughness variation where needed.
hey everyone I was trying to learn texturing and i am having a bit of difficulties. I want to make cartoony and clean textures on my models. I was wondering if its best to use Photoshop to texture or should i use zbrush polypaint to directly paint onto the model. This has been confusing me for a long time. I have heard…
I am trying to use animated textures using the uvmap method by having multiple maps of a character's face with different emotions on one texture sheet. Problem is I textured the character in Blender at 1024x1024 res before exporting to Gimp and creating the multiple animated maps on the same textured sheet.The sheet size…
Hey all. I'm having a bit of a puzzling time. I'm trying to figure out how to get enough texture space for a large ship (its an airship, but might as well be a spaceship for this discussion). I made a really rough blockout ship and threw a texture on it at 2kx2k and threw it in a scene in Unity and the actual texture looks…
I know it's a noob question, but why would you want to do anything but texture a mesh in the 0-1 UV space? For instance, say I wanted a mossy tree. Couldn't I just unwrap the tree in the 0-1 UV space and uniquely texture it getting the same result as if I used a composite of a tiling bark/moss texture? I'd use less…
Hi, I am wondering if this is something I can fix in hypershade/shaderfx: the default texture preview for my PBR material (based on the Stingray PBS material base) is always the BRDF LUT texture, which isn't very helpful when I tried to lineup uv shell to tiling textures. Yes I could change them in the texture menu but it…
Hey guys, is there a way to have multiple meshgroups on one texture? For instance: When texturing multiple rocks I usually unwrap them in a way that they all fit onto one texture. I would then texture them individually. Now when I import my fbx with multiple objects into DDO, they are read as different meshgroups, which is…
If you are baking the rope texture from a high-poly rope model onto a low-poly rope model, make sure the low-poly has no UV overlaps. Only one non-overlapping UV should be inside the 0-1 UV space. The wood parts do not need to be uniquely unwrapped into an atlas, this wastes texture resolution, making it blurry. You will…
https://skfb.ly/oJtJT Here is my first pass of some texturing up on Sketchfab so it's easier to give some feedback if you would like! :) To answer an earlier question, I've just got my textures on a 2k texture sheet.