Broken Portuguese tile material, created in Quixel Mixer. This one has been my very first personal project I've created on Quixel Mixer. I wanted to create a Portuguese broken tiles facade material, as I lived for six months in Lisbon last year. Quixel is an incredible tool, and I would like to continue using it to create…
Neither of those methods don't create a good curvature. In simple bake with custome vertex normals a result is dont correct. I expect to see only white gradient without hardedges were noticable. The only way to create curvature from OSNM is to blur it out in 3dCoat (automatically) or Mudbox (manually) to create…
I have updated the floor texture and began texturing on the hovering chair and fight stand also created a tiled metal texture for number of assets in the scene and have created a sky dome for the overall scene too. Updated Floor texture Substance Painter UE4 Tiled Metal Texture Hovering Chair Skydome Created using tutorial…
Hey guys... i was wondering if there was a tutorial out there on how to make creation of rocks any easier.... creating rocks using the Asteroid Creation script in 3Ds max is fast but they come out very.... weird.... well not what i am looking for... and creating 1 rock at a time in Zbrush or 3Ds Max take so long.. is there…
Can anyone describe the typical workflow for creating somewhat complex layered normals from handpainted textures with nDo2? So, of course with this kind of handpainting, I attempted to add value and hue variation in the diffuse itself to communicate certain things, but I udnerstand a simple extraction from this will create…
I have a question about creating Edge-distress. Okay so in this example you would just create a tilable texture for the majority of the rock wall, then would you have to make separate textures for all the rocks that are not flat 2d objects? Or would you somehow reuse the tilable texture and map the 3d rocks to it? the…
Found out this week in my advanced modeling class that I have been going about creating normal maps all wrong. It was recommended that I create a grayscale bit map first then use that in my normal map generator. Does anyone have any tips or tutorials on how to create good grayscale bit maps to use to make my normal maps…
So I've got nDo2 running in Photoshop CS 5. I can create a new normal fine. I can then use a selection tool to create a bump. But the tweaking window doesn't appear like it does when I've watched demonstrations, it just stays on the "convert to normal"window, so I can only create a generic upwards normal. Any help? Thanks!