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Messages - Daria Ignateva

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1
Thank you so much! Gonna try this and then post here if it worked 🙂

2
So obviously I don't mean publishing someone else's artwork as your own on sites like artstation.

But let's say you did an online course where you were provided with a mesh to texture
And let's say you are an aspiring artist who doesn't have that many stuff to show anyway but who needs to prove he/she has the skills

Would you post an artwork like that in your portfolio?


3
Hi everyone! So I want to make a realistic looking tree bark texture. I used a 3D scan by Sebastian Zapata as an example.



I am quite happy with how my texture ended up looking except it is wider x-wise (horizontal-wise) than the reference.
(One of the attached images)
I tried messing with the original shapes that create the pattern but it only breaks things.
I tried using 2D transformation node but it breaks tiling any way I use it (tried different preferences) (the second attached image)

So what's your take on this? Am I missing something? Please, help

4
Well, being a rookie myself I would go for a metallic/roughness workflow

1. and probably either head to substance source/substance share or (what's more fun) make the primary stone, glass and dirt materials myself in substance designer and then load them to painter.

2. And you need a color ID map and I would not divide it too much may be I will do the details as a part of an architectural texture like here > https://www.artstation.com/artwork/KaeXJW? here > https://www.artstation.com/artwork/qq8nL or here > https://www.artstation.com/artwork/Bg838

So if you want to go that way you just might reuse the already made primary stone, glass and dirt materials to create an architectural material like the ones above
It is actually a cool way to cut on polys

3. Load your mesh into painter, bake out the aos and such and then the fan part - actually blending your textures in substance painter
I would not bother with making the larger parts in high resolution - 2k might work perfectly but it all depends wether you want to make close ups and what is your camera angles and such
I try to cut on resolution if I can but if you have the hardware power then why not go crazy here

Hope it helped but I suspect you meant some more advanced stuff so I'm really sorry if I misunderstood your question! 🤷🏼‍♀️

Beautiful concepts though 🙂


5
I actually fixed this issue by just changing the shader into a different shader then switch it back.

Thank you!
Going to try this out too

6
yes, it could be your masks.

If you instanced  a layer which could be masked for another part ( part - q )  then copied it over to ( part - b) you need to create a new mask or erase the old mask.

Thanks!
Sounds like a very good idea! Going to try this out

7
Hey guys! Can't find the answer to this one, maybe I have missed something.
So it's my X-TAON texturing contest entry.

Half of my texturing is missing once I render it out in Iray.
I thought the problem lies with shading but changing preferences do not help
It is also weird that I instanced some of the missing parts. Can it be the problem?

I followed the provided tutorial on making the default parts like windows and baking textures for this contest

So, in the end, it all looks fine and dandy in the tutorial but I am missing most part of my work

Please, help  🙏🏻

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