fokiclean.blogg.se

Polycount pixplant
Polycount pixplant







polycount pixplant
  1. POLYCOUNT PIXPLANT HOW TO
  2. POLYCOUNT PIXPLANT UPDATE
  3. POLYCOUNT PIXPLANT SKIN
  4. POLYCOUNT PIXPLANT TRIAL

Just start with a base texture and modify it.

POLYCOUNT PIXPLANT HOW TO

It doesn't have to be tileable, but that's a plus if you know how to do that. Make it look like it's been exposed to various natural elements, like rain, cold, warmth and make it 512x512. For now, I'll also give you a test:Ĭreate a metal texture with corroded and rusted sides.

POLYCOUNT PIXPLANT TRIAL

Only with trial and error you'll get the result you want. This is a way to test your current skills. Work on trying to replicate what you're reading as you're reading it. So, you need to read this next article, which will explain most of it in detail as I feel like rephrasing it might inform you in a wrong way.Īfter having read the above article you get the idea of how to define your material. Creating a metal base for something is not an easy task from scratch, you need to know what kind of metal you want, brushed metal, corroded metal, metal with rust etc. So you can create realistic skins, which will look more realistic than a weapon texture with a rust filter applied to it, or a texture overlay technique (which most beginning texture artist use ).ĭefining your material is sometimes hard to achieve because of the circumstances you want them to picture in. This subchapter will focus on the real life situations some materials are used in and how the 'change' over time, like rust, corrosion, tear, desaturation, biological changes etc. You will develop an eye for these kind of things, so you can easily correct artefacts in your textures. Simple things like this, just looking at the ground below you, the stones of houses, the garages nearby or any surface, will teach you how things look in real life. You can't tell someone to draw a kiwi without having seen one in real life.

polycount pixplant

You should study photo's, learn how various things look, reflect and feel in real life to be able to reproduce this. You need to learn the difference between raw-surface textures and smooth-surface textures. I advise CrazyBump, it's a magnificent program even with the trial!ĭefining the material used in the texture is key to achieving the feel you want the texture to have in your mind or are trying to recreate. Preferably one that auto updates in real time, or just when reloading the texture. I advise Blender, MeshView or Milkshape3D.

polycount pixplant

POLYCOUNT PIXPLANT SKIN

Any kind of mesh-viewer, preferably with a reload-texture kind of interface which auto-updates the skin in the viewer once upon a save.

POLYCOUNT PIXPLANT UPDATE

*I have a set of plug-and-play plugins (dated June 2016) installed which always come in handy, let me know in the comments if you want it uploaded and ill update the tutorial! Adobe Photoshop (3.0 or higher) w/ Nvidia NormalMap Plugin You will need some things to get started with this tutorial: series use, since the Xray engine uses some unique features no other engines these days use. This tutorial has been written with this in mind to provide you with both the basics of how I see texturing for any game or cg-work, but also the basics for textures the S.T.A.L.K.E.R. There are many ways to optimize your textures for a specific scene, game or environment. Just a tip Mind that 'quality' doesn't always mean bigger textures. It will, however, provide you with the basics for texture-creation in these games. I am just someone exercising their hobby! So if you want to use some of my findings well then you're at the right address, but for in-depth knowledge, this tutorial wont suffice.

polycount pixplant

I do not know industry-standard programs by the book nor use them on a day-to-day base. I want to state first and foremost that I'm no expert. Through some years I've gathered some knowledge on how stalker textures work.









Polycount pixplant