A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
I am very new to this. You can say it's my first time texturing something. I am looking for some critique on this, like what's working and what's not. Any kind of feedback will be appreciated. Thanks
Hello everyone, long time user here (Runner), here to bring you some good news :) Amplify Texture is the leading solution for virtual texturing in Unity and the only one ready for commercial and reliable use.Used in several projects, such as HARDWARE-Shipbreakers and RedFrame. Our virtual texturing, aka mega-texture,…
The texture tiles "mostly" ok by the look of it (i checked in designer) there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. I'd put this…
Hey everyone, thanks for the feedback on this piece — the anatomy critique on the foot was correct, so I went back and fixed it. I've updated the image in the original post with the corrected version. Quick note on my workflow, since it came up in the comments: I work with AI generation as a starting point and do extensive…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
Hey Polycount Community! I’d like to introduce UV-Remap – a tool that allows you to edit the UVs of already textured 3D models. This is perfect for merging models with different UV maps and texture sets, or for freeing up space on UV maps to add geometry. Check out this 20-second video for a quick overview of UV-Remap.…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…