How do I go about texturing modular game environment assets for Unreal Engine using Substance? I'm trying to texture a few wall tiles for a game, I need to keep the texture seamless across each piece. I would like to keep the textures down to a minimum. Can I unwrap all the pieces into one UV space and texture from there?…
Been trying my hand at a stylized, hand painted work flow for game assets, similar to Blizzard's hand painted style of texturing. One thing I have been trying to wrap my head around is using multiple normals from tiled textures for general texture, as well as including normals from sculpting in zbrush, for eg: hard planar…
The lerp is a good idea actually, so you can better set min and max values depending on the specific light needs while using the scrolling texture as the alpha. Gets you much more mileage out of a single texture. Second: Textures don't have to be a power of 2 anymore, you just don't get mipmaps if they aren't. But if…
Loving it so far!I hope I'm not coming off too harsh.. I don't like to sugar coat anything <3 I feel your coble stone texture is too busy/contrasty for a walkway tileset/texture. With fantasy games, you need to figure out where you busiest textures are going to be i.e. floor vs ceiling, floor vs wall. Think about where you…
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…
And this is the main reason why these new texturing programs are kind of hard to grasp.It's super easy to create a scratched Metal in Quixel Suite or Substance Designer,but creating realistic organic textures is really hard if you don't have a basic understanding of how texturing works. Here is a wood texture created with…
I just looked at the example textures in MapZone (procedurally generated) and took a nice grass texture into PS. Looked at the levels and voila all skewed towards the lower end. Not all the textures follow this rule but since they're procedurally generated why not have them all leveled if that's the best way. cman - Yeah I…
Hello, I am looking for someone who is interested in texturing the creature model visible in the pictures below. I'd need a diffuse texture, a normal map and a gloss map for each texture in the model, which is 4 textures total. Below are some photos of the model: Details: The skin of this creature is supposed to be quite…
I have been researching environment art for games for some time now and I came across trim sheets and modular assets. I am still confused about the workflow. Ex 1 : https://www.artstation.com/artwork/rR2weE This guy made the high poly in zbrush first, then textured it in substance. But won't this make a unique material for…
Hey, I've run into an issue with applying a large texture to a small object. While my source texture has clearly legible text, and exports into a clear and easy to look at dds, once applied in the engine, I get rasterized low rez soup. Basically it looks like it's using a texture 1/16th the size of the original. While I…